{"Xanathar's Guide To Everything" {:orcpub.dnd.e5/spells {:shadow-blade- {:description "You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 1d8 + dex psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.\nIf you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. ", :key :shadow-blade-, :school "illusion", :name "Shadow blade ", :duration "concentration, up to 1 hour", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :attack-roll? true, :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "self"}}}, "Xanathars Guide to Everything Duplicates (arandomstringofnum#2919)" {:orcpub.dnd.e5/spells {:whirlwind {:description "A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.", :key :whirlwind, :school "evocation", :name "Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a piece of straw", :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "300 feet"}, :shape-water {:description "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\n• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.\n• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n• You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n• You freeze the water, provided that there are no crea-tures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :shape-water, :school "transmutation", :name "Shape Water", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :elemental-bane {:description "Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", :key :elemental-bane, :school "transmutation", :name "Elemental Bane", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :warlock true, :wizard true}, :range "90 feet"}, :skywrite {:description "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.", :key :skywrite, :school "transmutation", :name "Skywrite", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :wizard true}, :range "Sight"}, :melf-s-minute-meteors {:description "You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.", :key :melf-s-minute-meteors, :school "evocation", :name "Melf’s Minute Meteors", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "niter, sulfur, and pine tar formed into a bead", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "Self"}, :frostbite {:description "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :frostbite, :school "evocation", :name "Frostbite", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :dust-devil {:description "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.\nAny creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.\nAs a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :dust-devil, :school "conjuration", :name "Dust Devil", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a pinch of dust", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :earth-tremor {:description "You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :earth-tremor, :school "evocation", :name "Earth Tremor", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "Self (10-foot radius)"}, :beast-bond {:description "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. ", :key :beast-bond, :school "divination", :name "Beast Bond", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a bit of fur wrapped in a cloth", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :transmute-rock {:description "You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.\n\nTransmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration.\nIf you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nTransmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.", :key :transmute-rock, :school "transmutation", :name "Transmute Rock", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "clay and water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}, :thunderclap {:description "You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school "evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self (5-foot radius)"}, :storm-sphere {:description "A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.", :key :storm-sphere, :school "evocation", :name "Storm Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :investiture-of-ice {:description "Until the spell ends, ice rimes your body, and you gain the following benefits:\n• You are immune to cold damage and have resistance to fire damage.\n• You can move across difficult terrain created by ice or snow without spending extra movement.\n• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", :key :investiture-of-ice, :school "transmutation", :name "Investiture of Ice", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :ice-knife {:description "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", :key :ice-knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a drop of water or piece of ice", :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :control-winds {:description "You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.\n\nGusts: A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\n\nDowndraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.\n\nUpdraft: You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.", :key :control-winds, :school "transmutation", :name "Control Winds", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "300 feet"}, :watery-sphere {:description "You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.\nAny creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.\nThe sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.", :key :watery-sphere, :school "conjuration", :name "Watery Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a droplet of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "90 feet"}, :magic-stone {:description "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.\nIf you cast this spell again, the spell ends early on any pebbles still affected by it", :key :magic-stone, :school "transmutation", :name "Magic Stone", :duration "1 minute", :level 0, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :warlock true}, :range "Touch"}, :control-flames {:description "You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:\n-You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.\n-You instantaneously extinguish the flames within the cube.\n-You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.\n-You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.\nIf you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.", :key :control-flames, :school "transmutation", :name "Control Flames", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :pyrotechnics {:description "Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.\n\nFireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\n\nSmoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.", :key :pyrotechnics, :school "transmutation", :name "Pyrotechnics", :duration "Instantaneous", :level 2, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "60 feet"}, :wall-of-sand {:description "You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there. ", :key :wall-of-sand, :school "evocation", :name "Wall of Sand", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a handful of sand", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "90 feet"}, :maelstrom {:description "A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.", :key :maelstrom, :school "evocation", :name "Maelstrom", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "paper or leaf in the shape of a funnel", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :wall-of-water {:description "You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.\nAny ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. ", :key :wall-of-water, :school "evocation", :name "Wall of Water", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a drop of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :maximilian-s-earthen-grasp {:description "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.\nAs an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.", :key :maximilian-s-earthen-grasp, :school "transmutation", :name "Maximilian’s Earthen Grasp", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a miniature hand sculpted from clay", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "30 feet"}, :earthbind {:description "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.", :key :earthbind, :school "transmutation", :name "Earthbind", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}, :tidal-wave {:description "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration "Instantaneous", :level 3, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a drop of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}, :bones-of-the-earth {:description "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.\nIf a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th. ", :key :bones-of-the-earth, :school "transmutation", :name "Bones of the Earth", :duration "Instantaneous", :level 6, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :create-bonfire {:description "You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :create-bonfire, :school "conjuration", :name "Create Bonfire", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :warding-wind {:description "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.\nThe wind has the following effects:\n• It deafens you and other creatures in its area.\n• It extinguishes unprotected flames in its area that are torch-sized or smaller.\n• The area is difficult terrain for creatures other than you.\n• The attack rolls of ranged weapon attacks have disad-vantage if they pass in or out of the wind.\n• It hedges out vapor, gas, and fog that can be dispersed by strong wind.", :key :warding-wind, :school "evocation", :name "Warding Wind", :duration "1 action", :level 2, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:verbal true}, :casting-time "Concentration, up to 10 minutes", :spell-lists {:bard true, :druid true, :sorcerer true}, :range "Self"}, :flame-arrows {:description "You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.", :key :flame-arrows, :school "transmutation", :name "Flame Arrows", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true, :sorcerer true, :wizard true}, :range "Touch"}, :absorb-elements {:description "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", :key :absorb-elements, :school "abjuration", :name "Absorb Elements", :duration "1 round", :level 1, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material-component "", :somatic true}, :casting-time " 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage", :spell-lists {:druid true, :paladin true, :sorcerer true, :wizard true}, :range "Self"}, :vitriolic-sphere {:description "You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.", :key :vitriolic-sphere, :school "evocation", :name "Vitriolic Sphere", :duration "Instantaneous", :level 4, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a drop of giant slug bile", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :aganazzar-s-scorcher {:description "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :aganazzar-s-scorcher, :school "evocation", :name "Aganazzar’s Scorcher", :duration "Instantaneous", :level 2, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a red dragon’s scale", :somatic true, :verbal true}, :casting-time "1 action ", :spell-lists {:sorcerer true, :wizard true}, :range "30 feet"}, :mold-earth {:description "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\n• If you target an area of loose earth, you can instan-taneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.\n• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shap-ing patterns. The changes last for 1 hour.\n• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :mold-earth, :school "transmutation", :name "Mold Earth", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :catapult {:description "Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", :key :catapult, :school "transmutation", :name "Catapult", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range " 60 feet"}, :investiture-of-wind {:description "Until the spell ends, wind whirls around you, and you gain the following benefits:\n• Ranged weapon attacks made against you have disad-vantage on the attack roll.\n• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can some-how prevent it.\n• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", :key :investiture-of-wind, :school "transmutation", :name "Investiture of Wind", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :erupting-earth {:description "Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.", :key :erupting-earth, :school "transmutation", :name "Erupting Earth", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:material true, :material-component "a piece of obsidian", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :investiture-of-stone {:description "Until the spell ends, bits of rock spread across your body, and you gain the following benefits:\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", :key :investiture-of-stone, :school "transmutation", :name "Investiture of Stone", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :primordial-ward {:description "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.\nWhen you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.", :key :primordial-ward, :school "abjuration", :name "Primordial Ward", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :investiture-of-flame {:description "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:\n• You are immune to fire damage and have resistance to cold damage.\n• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", :key :investiture-of-flame, :school "transmutation", :name "Investiture of Flame", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Xanathar's Guide To Everything (duplicates)", :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :immolation {:description "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.\nIf damage from this spell reduces a target to 0 hit points, the target is turned to ash.", :key :immolation, :school "evocation", :name "Immolation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}, :gust {:description "You seize the air and compel it to create one of the following effects at a point you can see within range:\n• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.\n• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", :key :gust, :school "transmutation", :name "Gust", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything (duplicates)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}}, :orcpub.dnd.e5/subclasses {:mastermind {:class :rogue, :key :mastermind, :level-modifiers [], :name "Mastermind", :option-pack "Xanathar's Guide To Everything (duplicates)", :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.\nAdditionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.", :level 3, :name "Master of Intrigue"} {:description "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.", :level 3, :name "Master of Tactics"} {:description "Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\n-Intelligence score\n-Wisdom score\n-Charisma score\n-Class levels (if any)\nAt the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.", :level 9, :name "Insightful Manipulator"} {:description "Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. ", :level 13, :name "Misdirection"} {:description "Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.\nAdditionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.", :level 17, :name "Soul of Deceit"}]}, :swashbuckler {:class :rogue, :key :swashbuckler, :level-modifiers [], :name "Swashbuckler", :option-pack "Xanathar's Guide To Everything (duplicates)", :traits [{:description "When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.", :level 3, :name "Fancy Footwork"} {:description "Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.\nYou also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. ", :level 3, :name "Rakish Audacity"} {:description "At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.\nIf you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.\nIf you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.", :level 9, :name "Panache"} {:description "Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. ", :level 13, :name "Elegant Maneuver"} {:description "Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest. ", :level 17, :name "Master Duelist"}]}, :way-of-the-sun-soul {:class :monk, :key :way-of-the-sun-soul, :level-modifiers [], :name "Way of the Sun Soul", :option-pack "Xanathar's Guide To Everything (duplicates)", :traits [{:description "Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.\nYou gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\nWhen you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.\nWhen you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.", :level 3, :name "Radiant Sun Bolt"} {:description "At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.\nYou can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level. ", :level 6, :name "Searing Arc Strike"} {:description "At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.\nEach creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.\nYou can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.", :level 11, :name "Searing Sunburst"} {:description "At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.\nIf a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.", :level 17, :name "Sun Shield"}]}}}, "Xanathar's Guide to Everything" {:orcpub.dnd.e5/subclasses {:war-magic {:class :wizard, :traits [{:name "Arcane Deflection", :level 2, :description "At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.\n\nWhen you use this feature, you can’t cast spells other than cantrips until the end of your next turn"} {:level 2, :name "Tactical Wit", :description "Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier."} {:level 6, :name "Power Surge", :description "Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.\nYou can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.\n\nOnce per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level."} {:level 10, :name "Durable Magic", :description "Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws."} {:level 14, :name "Deflecting Shroud", :description "At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level."}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "War Magic", :key :war-magic}, :way-of-the-drunken-master {:class :monk, :traits [{:description "When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it. ", :level 3, :name "Bonus Proficiencies "} {:name "Drunken Technique ", :level 3, :description "At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. "} {:name "Tipsy Sway", :level 6, :description "Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. \n\nLeap to Your Feet: When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.\n\nRedirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. "} {:level 11, :name "Drunkard’s Luck", :description "Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll."} {:level 17, :name "Intoxicated Frenzy", :description "At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn."}], :level-modifiers [{:type :skill-prof, :value :performance, :level 3} {:type :tool-prof, :value :brewers-supplies, :level 3}], :option-pack "Xanathar's Guide to Everything", :name "Way of the Drunken Master", :key :way-of-the-drunken-master}, :path-of-the-storm-herald {:class :barbarian, :traits [{:name "Storm Aura", :level 3, :description "Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.\nYour aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.\nIf Your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\n\nDesert: When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.\n\nSea: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.\n\nTundra: When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level."} {:level 6, :name "Storm Soul", :description "At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.\n\nDesert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.\n\nSea: You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.\n\nTundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube Of it into ice, which melts after 1 minute. This action fails if a creature is in the cube."} {:level 10, :name "Shielding Storm", :description "At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura."} {:level 14, :name "Raging Storm", :description "At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.\n\nDesert: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.\n\nSea: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.\n\nTundra: Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it."}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "Path of the Storm Herald", :key :path-of-the-storm-herald}, :the-hexblade {:class :warlock, :traits [{:name "Hexblade’s Curse", :description "Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:\n\n- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.\n- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.\n- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).\n\nYou can’t use this feature again until you finish a short or long rest."} {:name "Hex Warrior", :description "At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.\n\nThe influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.\n\nThis benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type."} {:name "Accursed Specter", :level 6, :description "Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).\n\nThe specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.\n\nOnce you bind a specter with this feature, you can’t use the feature again until you finish a long rest."} {:name "Armor of Hexes", :level 10, :description "At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll."} {:level 14, :name "Master of Hexes", :description "Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature."}], :level-modifiers [{:type :weapon-prof, :value :martial} {:type :armor-prof, :value :shields} {:type :armor-prof, :value :medium}], :option-pack "Xanathar's Guide to Everything", :name "The Hexblade", :warlock-spells {1 {0 :shield, 1 :wrathful-smite}, 2 {0 :blur, 1 :branding-smite}, 3 {0 :blink, 1 :elemental-weapon}, 4 {0 :phantasmal-killer, 1 :staggering-smite}, 5 {0 :banishing-smite, 1 :cone-of-cold}}, :key :the-hexblade}, :law {:class :sorcerer-divine-soul-, :traits [], :level-modifiers [{:type :spell, :value {:ability :orcpub.dnd.e5.character/cha, :level 1, :key :bless}}], :option-pack "Xanathar's Guide to Everything", :name "Law", :key :law}, :gloom-stalker {:class :ranger, :traits [{:name "Dread Ambusher", :level 3, :description "At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.\n\nAt the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type."} {:name "Umbral Sight ", :description "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.\n\nYou are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.", :level 3} {:level 7, :name "Iron Mind", :description "By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)."} {:name "Stalker’s Flurry", :description "At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.", :level 11} {:name "Shadowy Dodge", :description "Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.", :level 15}], :level-modifiers [{:type :spell, :level 3, :value {:key :disguise-self, :level 1, :ability :wis}} {:type :spell, :level 5, :value {:level 2, :ability :wis, :key :rope-trick}} {:type :spell, :level 9, :value {:level 3, :ability :wis, :key :fear}} {:type :spell, :level 13, :value {:level 4, :ability :wis, :key :greater-invisibility}} {:type :spell, :level 17, :value {:level 5, :ability :wis, :key :seeming}}], :option-pack "Xanathar's Guide to Everything", :name "Gloom Stalker", :key :gloom-stalker}, :horizon-walker {:class :ranger, :traits [{:name "Detect Portal", :level 3, :description "At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.\n\nOnce you use this feature, you can’t use it again until you finish a short or long rest.\n\nSee the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals."} {:name "Planar Warrior", :description "At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.\n\nAs a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.", :level 3} {:name "Ethereal Step", :description "At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.\n\nOnce you use this feature, you can’t use it again until you finish a short or long rest.", :level 7} {:name "Distant Strike", :level 11, :description "At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.\n\nIf you attack at least two different creatures with the action, you can make one additional attack with it against a third creature."} {:name "Spectral Defense", :level 15, :description "At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn."}], :level-modifiers [{:type :spell, :level 3, :value {:level 1, :key :protection-from-evil-and-good, :ability :wis}} {:type :spell, :level 5, :value {:key :misty-step, :level 2, :ability :wis}} {:type :spell, :level 9, :value {:level 3, :ability :wis, :key :haste}} {:type :spell, :level 13, :value {:level 4, :ability :wis, :key :banishment}} {:type :spell, :level 17, :value {:level 5, :ability :wis, :key :teleportation-circle}}], :option-pack "Xanathar's Guide to Everything", :name "Horizon Walker", :key :horizon-walker}, :storm-sorcery {:class :sorcerer, :traits [{:name "Wind Speaker", :description "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran."} {:name "Tempestuous Magic", :description "Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks."} {:level 6, :name "Heart of the Storm", :description "At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level."} {:level 6, :name "Storm Guide", :description "At 6th level, you gain the ability to subtly control the weather around you.\n\nIf it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.\n\nIf it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind."} {:level 14, :name "Storm’s Fury", :description "Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you."} {:level 18, :name "Wind Soul", :description "At 18th level, you gain immunity to lightning and thunder damage.\n\nYou also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest."}], :level-modifiers [{:type :damage-resistance, :level 6, :value :thunder} {:type :damage-resistance, :level 6, :value :lightning} {:type :damage-immunity, :level 18, :value :thunder} {:type :damage-immunity, :level 18, :value :lightning} {:type :flying-speed, :level 18, :value 60}], :option-pack "Xanathar's Guide to Everything", :name "Storm Sorcery", :key :storm-sorcery}, :circle-of-the-shepherd {:class :druid, :traits [{:name "Speech of the Woods", :level 2, :description "At 2nd level, you gain the ability to converse with beasts and many fey.\n\nYou learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any non-player character. "} {:name "Spirit Totem", :level 2, :description "Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.\n\nAs a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of the spirit’s aura depends on the type of spirit you summon from the options below.\n\nBear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.\n\nHawk Spirit: The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.\n\nUnicorn Spirit: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level."} {:name "Mighty Summoner", :level 6, :description "Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: \n\n- The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.\n- The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to non-magical attacks and damage."} {:name "Guardian Spirit", :level 10, :description "Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level."} {:name "Faithful Summons ", :level 14, :description "Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).\n\nOnce you use this feature, you can’t use it again until you finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "Circle of the Shepherd", :key :circle-of-the-shepherd}, :inquisitive {:class :rogue, :traits [{:name "Ear for Deceit", :level 3, :description "When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8."} {:name " Eye for Detail", :level 3, :description "Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. "} {:level 3, :name "Insightful Fighting", :description "At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.\nThis benefit lasts for 1 minute or until you successfully use this feature against a different target. "} {:name "Steady Eye", :level 9, :description "Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn."} {:level 13, :name "Unerring Eye", :description "Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."} {:name "Eye for Weakness", :level 17, :description "At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. "}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "Inquisitive", :key :inquisitive}, :circle-of-dreams {:class :druid, :traits [{:level 2, :name "Balm of the Summer Court", :description "At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.\n\nAs a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.\nYou regain all expended dice when you finish a long rest."} {:name "Hearth of Moonlight and Shadow", :level 6, :description "At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.\n\nWhile within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.\n\nThe sphere vanishes at the end of the rest or when you leave the sphere."} {:name "Hidden Paths", :level 10, :description "Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."} {:level 14, :name "Walker in Dreams", :description "At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.\n\nWhen you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.\n\nThis use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.\n\nOnce you use this feature, you can’t use it again until you finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "Circle of Dreams", :key :circle-of-dreams}, :path-of-the-ancestral-guardian {:class :barbarian, :traits [{:name "Ancestral Protectors", :level 3, :description "Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends."} {:level 6, :name "Spirit Shield", :description "Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.\nWhen you reach certain levels in this class you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level."} {:level 10, :name "Consult the Spirits", :description "At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.\nAfter you cast either spell in this way, you can’t use this feature again until you finish a short or long rest."} {:level 14, :name "Vengeful Ancestors", :description "At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents."}], :level-modifiers [{:type :spell, :level 10, :value {:level 2, :key :augury, :ability :wis}} {:type :spell, :level 10, :value {:level 3, :key :clairvoyance, :ability :wis}}], :name "Path of the Ancestral Guardian", :option-pack "Xanathar's Guide to Everything", :key :path-of-the-ancestral-guardian}, :college-of-swords {:class :bard, :traits [{:name "Bonus Proficiencies", :level 3, :description "When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.\nIf you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells."} {:level 3, :name "Fighting Style", :description "At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.\n\nDueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack."} {:level 3, :name "Blade Flourish", :description "At 3rd level, you learn to perform impressive displays of martial prowess and speed.\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.\n\nDefensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.\n\nSlashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.\n\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. "} {:level 6, :name "Extra Attack", :description "Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn."} {:level 14, :name "Master’s Flourish", :description "Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die."}], :level-modifiers [{:type :weapon-prof, :level 3, :value :scimitar} {:type :armor-prof, :level 3, :value :medium}], :option-pack "Xanathar's Guide to Everything", :name "College of Swords", :key :college-of-swords, :level-selections [{:type :college-of-swords-fighting-style, :num 1, :level 3}]}, :neutral {:class :sorcerer-divine-soul-, :traits [], :level-modifiers [{:type :spell, :value {:ability :orcpub.dnd.e5.character/cha, :level 1, :key :protection-from-evil-and-good}}], :option-pack "Xanathar's Guide to Everything", :name "Neutral", :key :neutral}, :oath-of-conquest {:class :paladin, :traits [{:description "You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.", :level 3, :name "Conquering Presence"} {:name "Guided Strike", :level 3, :description "You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses."} {:name "Aura of Conquest", :description "Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.\n\nIf a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.\n\nAt 18th level, the range of this aura increases to 30 feet.", :level 7} {:name "Scornful Rebuke", :level 15, :description "Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated."} {:level 20, :name "Invincible Conqueror", :description "At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:\n\n- You have resistance to all damage.\n- When you take the Attack action on your turn, you can make one additional attack as part of that action.\n- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.\n\nOnce you use this feature, you can’t use it again until you finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "Oath of Conquest", :key :oath-of-conquest, :paladin-spells {1 {0 :armor-of-agathys, 1 :command}, 2 {0 :hold-person, 1 :spiritual-weapon}, 3 {0 :bestow-curse, 1 :fear}, 4 {0 :dominate-beast, 1 :stoneskin}, 5 {0 :cloudkill, 1 :dominate-person}}}, :monster-slayer {:class :ranger, :traits [{:level 3, :name " Hunter’s Sense", :description "At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest."} {:level 3, :name "Slayer’s Prey", :description "Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.\n\nThis benefit lasts until you finish a short or long rest. It ends early if you designate a different creature."} {:level 7, :name "Supernatural Defense", :description "At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll."} {:level 11, :name "Magic-User’s Nemesis", :description "At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.\nOnce you use this feature, you can’t use it again until you finish a short or long rest."} {:level 15, :name "Slayer’s Counter", :description "At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects."}], :level-modifiers [{:type :spell, :level 3, :value {:level 1, :ability :wis, :key :protection-from-evil-and-good}} {:type :spell, :level 5, :value {:level 2, :ability :wis, :key :zone-of-truth}} {:type :spell, :level 9, :value {:level 3, :ability :wis, :key :magic-circle}} {:type :spell, :level 13, :value {:level 4, :ability :wis, :key :banishment}} {:type :spell, :level 17, :value {:level 5, :ability :wis, :key :hold-monster}}], :option-pack "Xanathar's Guide to Everything", :name "Monster Slayer", :key :monster-slayer}, :way-of-the-sun-soul {:class :monk, :traits [{:name "Radiant Sun Bolt", :level 3, :description "Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a ranged spell attack you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals a amount of radiant damage equal to your Martial Arts die, as shown on the Monk table.\nWhen you use the attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.\nWhen you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action."} {:name "Searing Arc Strike", :description "At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st level spell burning hands as a bonus action.\nYou can spend additional ki points to cast burning hands at a higher level. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).", :level 6} {:name "Searing Sunburst", :description "At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can create an orb of light and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20 foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.\nYou can increase the sphere's power by spending ki points. Each point of ki you spend, up to a maximum of 3, increases the damage by 2d6.", :level 11} {:name "Sun Shield", :description "At 17th level, you become wreathed in a luminous aura. You shed bright light in a 30 foot radius and dim light for an additional 30 feet. You can extinguish or restore this light as a bonus action.\nIf a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage equal to 5 plus your Wisdom modifier to the creature.", :level 17}], :level-modifiers [{:level 6, :type :spell, :value {:level 1, :ability :wis, :key :burning-hands}}], :option-pack "Xanathar's Guide to Everything", :name "Way of the Sun Soul", :key :way-of-the-sun-soul}, :oath-of-redemption {:class :paladin, :traits [{:level 3, :description "You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.", :name "Emissary of Peace"} {:level 3, :description "You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.", :name "Rebuke the Violent"} {:name "Aura of the Guardian", :level 7, :description "Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.\nAt 18th level, the range of this aura increases to 30 feet."} {:name "Protective Spirit", :level 15, :description "Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated."} {:level 20, :name "Emissary of Redemption", :description "At 20th level, you become an avatar of peace, which gives you two benefits:\n\n-You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).\n-Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.\n\nIf you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "Oath of Redemption", :key :oath-of-redemption, :paladin-spells {1 {0 :sanctuary, 1 :sleep}, 2 {0 :calm-emotions, 1 :hold-person}, 3 {0 :counterspell, 1 :hypnotic-pattern}, 4 {0 :otilukes-resilient-sphere, 1 :stoneskin}, 5 {0 :hold-monster, 1 :wall-of-force}}}, :mastermind {:class :rogue, :key :mastermind, :level-modifiers [{:type :tool-prof, :value :disguise-kit} {:type :tool-prof, :value :forgery-kit}], :name "Mastermind", :option-pack "Xanathar's Guide to Everything", :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice (enter the gaming set manually). You also learn two languages of your choice (enter this manually). Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.", :level 3, :name "Master of Intrigue"} {:description "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.", :level 3, :name "Master of Tactics"} {:description "Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\n\n- Intelligence score\n- Wisdom score\n- Charisma score\n- Class levels (if any)\nAt the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.", :level 9, :name "Insightful Manipulator "} {:description "Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.", :level 13, :name "Misdirection"} {:description "Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic.", :level 17, :name "Soul of Deceit"}], :disabled? false}, :scout {:class :rogue, :traits [{:name "Skirmisher", :level 3, :description "Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks."} {:level 3, :name "Survivalist", :description "When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies."} {:level 9, :name "Superior Mobility", :description "At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well."} {:level 13, :name "Ambush Master", :description "Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn."} {:level 17, :name "Sudden Strike", :description "Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn."}], :level-modifiers [{:type :skill-prof, :level 3, :value :nature} {:type :skill-prof, :level 3, :value :survival}], :option-pack "Xanathar's Guide to Everything", :name "Scout", :key :scout, :profs {:skill-expertise-options {:options {:nature true, :survival true}, :choose 2}}}, :grave-domain {:class :cleric, :traits [{:description "At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.\n\nIn addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.", :name "Circle of Mortality"} {:name "Eyes of the Grave", :description "At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest."} {:level 2, :name "Channel Divinity: Path to the Grave", :description "Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.\n\nAs an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends."} {:level 6, :name "Sentinel at Death’s Door", :description "At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest."} {:level 8, :name "Potent Spellcasting", :description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip."} {:level 17, :name "Keeper of Souls ", :description "Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn."}], :level-modifiers [{:type :spell, :value {:ability :wis, :key :spare-the-dying-grave-domain-}}], :option-pack "Xanathar's Guide to Everything", :name "Grave Domain", :cleric-spells {1 {0 :bane, 1 :false-life}, 2 {0 :gentle-repose, 1 :ray-of-enfeeblement}, 3 {0 :revivify, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell, 1 :raise-dead}}, :key :grave-domain}, :good {:class :sorcerer-divine-soul-, :traits [], :level-modifiers [{:type :spell, :value {:ability :orcpub.dnd.e5.character/cha, :level 1, :key :cure-wounds}}], :option-pack "Xanathar's Guide to Everything", :name "Good", :key :good}, :swashbuckler {:class :rogue, :key :swashbuckler, :level-modifiers [], :name "Swashbuckler", :option-pack "Xanathar's Guide to Everything", :traits [{:description "When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.", :level 3, :name "Fancy Footwork"} {:description "Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you and you don't have disadvantage. All the other rules for the Sneak Attack class feature still apply to you.", :level 3, :name "Rakish Audacity"} {:description "At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.\n\n- If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.\n- If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.", :level 9, :name "Panache"} {:description "Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.", :level 13, :name "Elegant Maneuver"} {:description "Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.", :level 17, :name "Master Duelist"}], :disabled? false}, :path-of-the-zealot {:class :barbarian, :traits [{:level 3, :name "Divine Fury", :description "Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature."} {:level 3, :name "Warrior of the Gods", :description "At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you."} {:level 6, :name "Fanatical Focus", :description "Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage."} {:level 10, :name "Zealous Presence", :description "At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.\nOnce you use this feature, you can’t use it again until you finish a long rest."} {:level 14, :name "Rage beyond Death", :description "Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.\nWhile you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points."}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "Path of the Zealot", :key :path-of-the-zealot}, :arcane-archer {:class :fighter, :traits [{:description "At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.", :level 3, :name "Arcane Archer Lore"} {:level 3, :name "Arcane Shot", :description "At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice.\n\nOnce per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.\n\nYou gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter."} {:name "Magic Arrow", :description "At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.", :level 7} {:description "At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.", :level 7, :name "Curving Shot "} {:name "Ever-Ready Shot ", :level 15, :description "Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it."} {:level 3, :description "The Arcane Shot feature lets you choose options for it at certain levels. They are all magical effects, and each one is associated with one of the schools of magic.\nIf an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.", :name "Arcane Shot Options"}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "Arcane Archer", :key :arcane-archer, :level-selections [{:type :arcane-shot, :level 18, :num 6} {:type :arcane-shot, :level 15, :num 5} {:type :arcane-shot, :level 10, :num 4} {:type :arcane-shot, :level 7, :num 3} {:type :arcane-shot, :level 3, :num 2} {:type :arcane-archer-lore, :level 3}], :profs {:skill-options {:options {:arcana true, :nature true}}}}, :shadow-magic {:class :sorcerer, :traits [{:name "Eyes of the Dark", :description "Starting at 1st level, you have darkvision with a range of 120 feet.\n\nWhen you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell."} {:name "Strength of the Grave", :description "Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.\n\nAfter the saving throw succeeds, you can’t use this feature again until you finish a long rest."} {:level 6, :name "Hound of Ill Omen", :description "At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:\n\n- The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.\n- It appears with a number of temporary hit points equal to half your sorcerer level.\n- It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.\n- At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.\n\nThe hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes."} {:level 14, :name "Shadow Walk", :description "At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness."} {:level 18, :name "Umbral Form", :description "Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.\n\nYou remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action."}], :level-modifiers [{:type :spell, :level 3, :value {:level 2, :key :darkness, :ability :orcpub.dnd.e5.character/cha}}], :option-pack "Xanathar's Guide to Everything", :name "Shadow Magic", :key :shadow-magic}, :forge-domain {:class :cleric, :traits [{:description "When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools", :name "Bonus Proficiencies"} {:description "At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon\nOnce you use this feature, you can’t use it again until you finish a long rest. ", :name "Blessing of the Forge"} {:name "Channel Divinity: Artisan’s Blessing ", :level 2, :description "Starting at 2nd level, you can use your Channel Divinity to create simple items.\n\nYou conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.\n\nThe thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.\n\nThe ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual."} {:name "Soul of the Forge", :level 6, :description "Starting at 6th level, your mastery of the forge grants you special abilities:\n\n- You gain resistance to fire damage.\n- While wearing heavy armor, you gain a +1 bonus to AC."} {:name "Divine Strike", :description "At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8} {:name "Saint of Forge and Fire", :level 17, :description "At 17th level, your blessed affinity with fire and metal becomes more powerful:\n\n- You gain immunity to fire damage.\n- While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."}], :level-modifiers [{:type :armor-prof, :value :heavy} {:type :tool-prof, :value :smiths-tools} {:type :damage-resistance, :level 6, :value :fire} {:type :damage-immunity, :level 17, :value :fire}], :option-pack "Xanathar's Guide to Everything", :name "Forge Domain", :cleric-spells {1 {0 :identify, 1 :searing-smite}, 2 {0 :heat-metal, 1 :magic-weapon}, 3 {0 :elemental-weapon, 1 :protection-from-energy}, 4 {0 :fabricate, 1 :wall-of-fire}, 5 {0 :animate-objects, 1 :creation}}, :key :forge-domain}, :college-of-glamour {:class :bard, :traits [{:name "Mantle of Inspiration", :level 3, :description "When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.\nAs a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. \nThe number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. "} {:level 3, :name "Enthralling Performance", :description "Starting at 3rd level, you can charge your performance with seductive, fey magic.\nIf you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.\nIf a target succeeds on its saving throw, the target has no hint that you tried to charm it.\nOnce you use this feature, you can’t use it again until you finish a short or long rest. "} {:level 6, :name "Mantle of Majesty", :description "At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.\nAny creature charmed by you automatically fails its saving throw against the command you cast with this feature.\nOnce you use this feature, you can’t use it again until you finish a long rest. "} {:level 14, :name "Unbreakable Majesty", :description "At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.\nIn addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. \nOnce you assume this majestic presence, you can’t do so again until you finish a short or long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "College of Glamour", :key :college-of-glamour}, :samurai- {:class :fighter, :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. If you choose a language, enter it manually.", :level 3, :name "Bonus Proficiency"} {:name "Fighting Spirit", :level 3, :description "Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.\n\nYou can use this feature three times, and you regain all expended uses of it when you finish a long rest."} {:name "Elegant Courtier ", :description "Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.\n\nYour self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).", :level 7} {:name "Tireless Spirit ", :description "Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.", :level 10} {:name "Rapid Strike ", :description "Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.", :level 15} {:name "Strength before Death ", :description "Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.\n\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 18}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "Samurai ", :key :samurai-, :profs {:skill-options {:options {:history true, :insight true, :perception false, :performance true, :persuasion true}}}}, :cavalier {:class :fighter, :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.", :level 3, :name "Bonus Proficiency "} {:name "Born to the Saddle ", :level 3, :description "Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.\n\nFinally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed."} {:level 3, :name "Unwavering Mark", :description "Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.\n\nWhile it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.\n\nIn addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.\n\nRegardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."} {:level 7, :description "At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.\n\nYou can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.", :name "Warding Maneuver"} {:level 10, :name "Hold the Line", :description "At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn."} {:level 15, :name "Ferocious Charger", :description "Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns."} {:level 18, :name "Vigilant Defender", :description "Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction."}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "Cavalier", :key :cavalier, :profs {:skill-options {:options {:animal-handling true, :history true, :insight true, :performance true, :persuasion true}}}}, :way-of-the-kensei {:class :monk, :traits [{:description "When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons.\n\nKensei Weapons: Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.", :level 3, :name "Path of the Kensei "} {:name "Kensei’s Shot", :level 3, :description "You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn."} {:name "Agile Parry", :description "If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.", :level 3} {:name "Way of the Brush", :level 3, :description "You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies."} {:level 6, :name "Magic Kensei Weapons", :description "Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."} {:level 6, :name "Deft Strike", :description "When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns."} {:name "Sharpen the Blade", :level 11, :description "At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. "} {:name "Unerring Accuracy", :level 17, :description "At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns."}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "Way of the Kensei", :key :way-of-the-kensei, :level-selections [{:type :way-of-the-brush, :level 3}]}, :college-of-whispers {:class :bard, :traits [{:name "Psychic Blades", :level 3, :description "When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.\nWhen you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.\nThe psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. "} {:level 3, :name "Words of Terror", :description "At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.\nIf you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.\nIf the target succeeds on its saving throw, the target has no hint that you tried to frighten it.\nOnce you use this feature, you can’t use it again until you finish a short or long rest."} {:level 6, :name "Mantle of Whispers", :description "At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.\nYou can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. \nWhile you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.\nAnother creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.\nOnce you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest"} {:level 14, :name "Shadow Lore", :description "At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.\nAs an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.\nOn a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.\nThe charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.\nWhen the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest."}], :level-modifiers [], :option-pack "Xanathar's Guide to Everything", :name "College of Whispers", :key :college-of-whispers}, :chaos {:class :sorcerer-divine-soul-, :traits [], :level-modifiers [{:type :spell, :value {:ability :orcpub.dnd.e5.character/cha, :level 1, :key :bane}}], :option-pack "Xanathar's Guide to Everything", :name "Chaos", :key :chaos}, :evil {:class :sorcerer-divine-soul-, :traits [], :level-modifiers [{:type :spell, :value {:ability :orcpub.dnd.e5.character/cha, :level 1, :key :inflict-wounds}}], :option-pack "Xanathar's Guide to Everything", :name "Evil", :key :evil}, :the-celestial {:class :warlock, :traits [{:description "At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.\n\nAs a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.\n\nYour pool regains all expended dice when you finish a long rest.", :name "Healing Light"} {:name "Radiant Soul", :description "Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.", :level 6} {:name "Celestial Resilience", :level 10, :description "Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier."} {:name "Searing Vengeance", :level 14, :description "Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.\nOnce you use this feature, you can’t use it again until you finish a long rest."} {:name "Bonus Cantrips", :description "At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known."}], :level-modifiers [{:type :spell, :value {:key :light, :ability :cha}} {:type :spell, :value {:key :sacred-flame, :ability :cha}} {:type :damage-resistance, :value :radiant, :level 6}], :option-pack "Xanathar's Guide to Everything", :name "The Celestial", :warlock-spells {1 {0 :cure-wounds, 1 :guiding-bolt}, 2 {0 :flaming-sphere, 1 :lesser-restoration}, 3 {0 :daylight, 1 :revivify}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :greater-restoration}}, :key :the-celestial}}, :orcpub.dnd.e5/spells {:dawn {:description "The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.\nWhen the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.\nIf you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.", :key :dawn, :school "evocation", :name "Dawn", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a sunburst pendant worth at least 100 gp", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :wizard true}, :range "60 feet"}, :summon-greater-demon {:description "You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.\nRoll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.\nAt the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.", :key :summon-greater-demon, :school "conjuration", :name "Summon Greater Demon", :duration "Concentration, up to 1 hour", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :material-component "a vial of blood from a humanoid killed within the past 24 hours", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :steel-wind-strike {:description "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.\nYou can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.", :key :steel-wind-strike, :school "conjuration", :name "Steel Wind Strike", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :material true, :material-component "a melee weapon worth at least 1 sp"}, :casting-time "1 action", :spell-lists {:sorcerer false, :ranger true, :wizard true}, :range "30 feet"}, :tenser-s-transformation {:description "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:\n-You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n-You have advantage on attack rolls that you make with simple and martial weapons.\n-When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n-You have proficiency with all armor, shields, simple weapons, and martial weapons.\n-You have proficiency in Strength and Constitution saving throws.\n-You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.", :key :tenser-s-transformation, :school "transmutation", :name "Tenser’s Transformation", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a few hairs from a bull", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Self"}, :druid-grove {:description "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\nThe spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nThe entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\n\nSolid Fog: You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\n\nGrasping Undergrowth: You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\n\nGrove Guardians: You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\n\nAdditional Spell Effect: You can place your choice of one of the following magical effects within the warded area:\n-A constant gust of wind in two locations of your choice\n-Spike growth in one location of your choice\n-Wind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.", :key :druid-grove, :school "abjuration", :name "Druid Grove", :duration "24 hours", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon"}, :casting-time "10 minutes", :spell-lists {:druid true}, :range "Touch"}, :crown-of-stars {:description "Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.\nIf you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.", :key :crown-of-stars, :school "evocation", :name "Crown of Stars", :duration "1 hour", :level 7, :option-pack "Xanathar's Guide to Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :toll-the-dead {:description "You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.\nThe spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).", :key :toll-the-dead, :school "necromancy", :name "Toll the Dead", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:cleric true, :warlock true, :wizard true}, :range "60 feet"}, :power-word-pain {:description "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.\nWhile the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.\nA target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.", :key :power-word-pain, :school "enchantment", :name "Power Word Pain", :duration "Instantaneous", :level 7, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :enervation {:description "A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.\nWhenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", :key :enervation, :school "necromancy", :name "Enervation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :mind-spike {:description "You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", :key :mind-spike, :school "divination", :name "Mind Spike", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :wrath-of-nature {:description "You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.\n\nGrasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.\n\nTrees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.\n\nRoots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.\n\nRocks: As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.", :key :wrath-of-nature, :school "evocation", :name "Wrath of Nature", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "120 feet"}, :tiny-servant {:description "You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.\nAs a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.\nWhen the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.", :key :tiny-servant, :school "transmutation", :name "Tiny Servant", :duration "8 hours", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:wizard true}, :range "Touch"}, :invulnerability {:description "You are immune to all damage until the spell ends.", :key :invulnerability, :school "abjuration", :name "Invulnerability", :duration "Concentration, up to 10 minutes", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "a small piece of adamantine worth at least 500 gp, which the spell consumes"}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Self"}, :mighty-fortress {:description "A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.\nThe fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.\nA small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.\nA staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.\nThe walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.\nAfter 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.\nCasting this spell on the same spot once every 7 days for a year makes the fortress permanent.", :key :mighty-fortress, :school "conjuration", :name "Mighty Fortress", :duration "Instantaneous", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :material-component "a diamond worth at least 500 gp, which the spell consumes", :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:wizard true}, :range "1 mile"}, :find-greater-steed {:description "You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYou control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.\nThe mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.\nYou can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.\nWhenever the mount disappears, it leaves behind any objects it was wearing or carrying.", :key :find-greater-steed, :school "conjuration", :name "Find Greater Steed", :duration "Instantaneous", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "10 minutes", :spell-lists {:paladin true}, :range "30 feet"}, :shadow-blade {:description "You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.\nIf you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.\nAt Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.", :key :shadow-blade, :school "illusion", :name "Shadow Blade", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :beast-bond {:description "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.", :key :beast-bond, :school "divination", :name "Beast Bond", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "Xanathar's Guide to Everything", :components {:material-component "a bit of fur wrapped in a cloth", :material true, :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.", :key :beast-bond, :school "divination", :name "Beast Bond", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "Elemental Evil", :components {:material-component "a bit of fur wrapped in a cloth", :material true, :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}], :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :summon-lesser-demons {:description "You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.\n(d6) Demons Summoned\n(1–2) Two demons of challenge rating 1 or lower\n(3–4) Four demons of challenge rating 1/2 or lower\n(5–6) Eight demons of challenge rating 1/4 or lower\nThe DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.\nThe demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.", :key :summon-lesser-demons, :school "conjuration", :name "Summon Lesser Demons", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a vial of blood from a humanoid killed within the past 24 hours", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :illusory-dragon {:description "By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.\nWhen the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.\nAs a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.\nThe illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.", :key :illusory-dragon, :school "illusion", :name "Illusory Dragon", :duration "Concentration, up to 1 minute", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "120 feet"}, :healing-spirit {:description "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).\nUntil the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.\nAs a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.", :key :healing-spirit, :school "conjuration", :name "Healing Spirit", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 bonus action ", :spell-lists {:druid true, :ranger true}, :range "60 feet"}, :wall-of-light {:description "A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.\nWhen the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\nA creature that ends its turn in the wall’s area takes 4d8 radiant damage.\nUntil the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", :key :wall-of-light, :school "evocation", :name "Wall of Light", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a hand mirror", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :ice-knife {:description "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", :key :ice-knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide to Everything", :components {:material true, :material-component "a drop of water or piece of ice", :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", :key :ice-knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of water or piece of ice", :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :temple-of-the-gods {:description "You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.\nYou make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.\nThe temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.\nThe temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.\nIn addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.\nFinally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).\nThe temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.\nCasting this spell on the same spot every day for a year makes this effect permanent.", :key :temple-of-the-gods, :school "conjuration", :name "Temple of the Gods", :duration "24 hours", :level 7, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a holy symbol worth at least 5 gp", :verbal true, :somatic true, :material true}, :casting-time "1 hour", :spell-lists {:cleric true}, :range "120 feet"}, :zephyr-strike {:description "You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.\nOnce before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.", :key :zephyr-strike, :school "transmutation", :name "Zephyr Strike", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :dragon-s-breath {:description "You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", :key :dragon-s-breath, :school "transmutation", :name "Dragon’s Breath", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "a hot pepper"}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :wizard true}, :range "Touch"}, :catnap {:description "You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.", :key :catnap, :school "enchantment", :name "Catnap", :duration "10 minutes", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :material true, :material-component "a pinch of sand"}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "30 feet"}, :sickening-radiance {:description "Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.\nWhen a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.", :key :sickening-radiance, :school "evocation", :name "Sickening Radiance", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :synaptic-static {:description "You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.\nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.", :key :synaptic-static, :school "enchantment", :name "Synaptic Static", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :word-of-radiance {:description "You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :word-of-radiance, :school "evocation", :name "Word of Radiance", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :material true, :material-component "a holy symbol"}, :casting-time "1 action", :spell-lists {:cleric true}, :range "5 feet"}, :scatter {:description "The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.", :key :scatter, :school "conjuration", :name "Scatter", :duration "Instantaneous", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :shadow-of-moil {:description "Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.\nUntil the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.", :key :shadow-of-moil, :school "necromancy", :name "Shadow of Moil", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "an undead eyeball encased in a gem worth at least 150 gp"}, :casting-time "1 action", :spell-lists {:warlock true}, :range "Self"}, :chaos-bolt {:description "You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below:\n1 Acid\n2 Cold\n3 Fire\n4 Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\nIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.\nA creature can be targeted only once by each casting of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.", :key :chaos-bolt, :school "evocation", :name "Chaos Bolt", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true}, :range "120 feet"}, :cause-fear {:description "You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", :key :cause-fear, :school "necromancy", :name "Cause Fear", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action ", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :infernal-calling {:description "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.\nOn each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so.\nIf your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\nIf you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", :key :infernal-calling, :school "conjuration", :name "Infernal Calling", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a ruby worth at least 999 gp", :verbal true, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:warlock true, :wizard true}, :range "90 feet"}, :abi-dalzims-horrid-wilting {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.\n\nNonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Xanathar's Guide to Everything", :components {:verbal true, :somatic true, :material true, :material-component "a bit of sponge"}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.\nNonmagical plants in the area that are n't creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Elemental Evil", :components {:verbal true, :somatic true, :material true, :material-component "a bit of sponge"}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.\nNonmagical plants in the area that are n't creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Xanathars Guide to Everything (arandomstringofnum#2919)", :components {:verbal true, :somatic true, :material true, :material-component "a bit of sponge"}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :charm-monster {:description "You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", :key :charm-monster, :school "enchantment", :name "Charm Monster", :duration "1 hour", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :life-transference {:description "You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", :key :life-transference, :school "necromancy", :name "Life Transference", :duration "Instantaneous", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :wizard true}, :range "30 feet"}, :guardian-of-nature {:description "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\n\nPrimal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:\n-Your walking speed increases by 10 feet.\n-You gain darkvision with a range of 120 feet.\n-You make Strength-based attack rolls with advantage.\n-Your melee weapon attacks deal an extra 1d6 force damage on a hit.\n\nGreat Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n-You gain 10 temporary hit points.\n-You make Constitution saving throws with advantage.\n-You make Dexterity- and Wisdom-based attack rolls with advantage.\n-While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. ", :key :guardian-of-nature, :school "transmutation", :name "Guardian of Nature", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :paladin true}, :range "Self"}, :mental-prison {:description "You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.", :key :mental-prison, :school "illusion", :name "Mental Prison", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :psychic-scream {:description "You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.\nEach target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.\nA stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.", :key :psychic-scream, :school "enchantment", :name "Psychic Scream", :duration "Instantaneous", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :danse-macabre {:description "Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.\nYou can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.\nThe creatures are under your control until the spell ends, after which they become inanimate once more.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.", :key :danse-macabre, :school "necromancy", :name "Danse Macabre", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :create-homunculus {:description "While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus.\nThe statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus’s death.\nYou can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.", :key :create-homunculus, :school "transmutation", :name "Create Homunculus", :duration "Instantaneous", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp"}, :casting-time "1 hour", :spell-lists {:wizard true}, :range "Touch"}, :enemies-abound {:description "You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.", :key :enemies-abound, :school "enchantment", :name "Enemies Abound", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :ceremony {:description "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\n\nAtonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\n\nBless Water: You touch one vial of water and cause it to become holy water.\n\nComing of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\n\nDedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\n\nFuneral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.\n\nWedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.", :key :ceremony, :school "abjuration", :name "Ceremony", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide to Everything", :components {:material-component "25 gp worth of powdered silver, which the spell consumes", :verbal true, :somatic true, :material true}, :ritual true, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\n\nAtonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\n\nBless Water: You touch one vial of water and cause it to become holy water.\n\nComing of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\n\nDedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\n\nFuneral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.\n\nWedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.", :key :ceremony, :school "abjuration", :name "Ceremony", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:material-component "25 gp worth of powdered silver, which the spell consumes", :verbal true, :somatic true, :material true}, :casting-time "1 hour", :spell-lists {:cleric true, :paladin true}, :range "Touch"}], :casting-time "1 hour (ritual)", :spell-lists {:cleric true, :paladin true}, :range "Touch"}, :absorb-elements {:description "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", :key :absorb-elements, :school "abjuration", :name "Absorb Elements", :duration "1 round", :level 1, :option-pack "Xanathar's Guide to Everything", :components {:somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", :key :absorb-elements, :school "abjuration", :name "Absorb Elements", :duration "1 round", :level 1, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Self"}], :casting-time "1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :maddening-darkness {:description "Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.\nShrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.", :key :maddening-darkness, :school "evocation", :name "Maddening Darkness", :duration "Concentration, up to 10 minutes", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a drop of pitch mixed with a drop of mercury", :verbal true, :material true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "150 feet"}, :aganazzar-s-scorcher {:description "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.\n\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :aganazzar-s-scorcher, :school "evocation", :name "Aganazzar’s Scorcher", :duration "Instantaneous", :level 2, :option-pack "Xanathar's Guide to Everything", :components {:verbal true, :somatic true, :material true, :material-component "a red dragon’s scale"}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :aganazzar-s-scorcher, :school "evocation", :name "Aganazzar’s Scorcher", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:verbal true, :somatic true, :material true, :material-component "a red dragon’s scale"}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "30 feet"}], :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "30 feet"}, :holy-weapon {:description "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.\nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.", :key :holy-weapon, :school "evocation", :name "Holy Weapon", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:cleric true, :paladin true}, :range "Touch"}, :primal-savagery {:description "You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.\nThe spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", :key :primal-savagery, :school "transmutation", :name "Primal Savagery", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :spare-the-dying-grave-domain- {:description "You target a living creature within range that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.", :key :spare-the-dying-grave-domain-, :school "necromancy", :name "Spare the Dying (Grave Domain)", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide to Everything", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 ft."}, :negative-energy-flood {:description "You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.\nIf you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.", :key :negative-energy-flood, :school "necromancy", :name "Negative Energy Flood", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a broken bone and a square of black silk", :verbal true, :material true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :mass-polymorph {:description "You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.\nEach target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.\nEach target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.\nThe creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.\nThe target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.", :key :mass-polymorph, :school "transmutation", :name "Mass Polymorph", :duration "Concentration, up to 1 hour", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:verbal true, :somatic true, :material true, :material-component "a caterpillar cocoon"}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "120 feet"}, :thunder-step {:description "You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.\nYou can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.", :key :thunder-step, :school "conjuration", :name "Thunder Step", :duration "Instantaneous", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :snare {:description "As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.\nThis trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.\nThe trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.\nA restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.\nAfter the trap is triggered, the spell ends when no creature is restrained by it.", :key :snare, :school "abjuration", :name "Snare", :duration "8 hours", :level 1, :option-pack "Xanathar's Guide to Everything", :components {:material-component "25 feet of rope, which the spell consumes", :verbal false, :somatic true, :material true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.\nThis trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.\nThe trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.\nA restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.\nAfter the trap is triggered, the spell ends when no creature is restrained by it.", :key :snare, :school "abjuration", :name "Snare", :duration "8 hours", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:material-component "25 feet of rope, which the spell consumes", :verbal false, :somatic true, :material true}, :casting-time "1 minute", :spell-lists {:druid true, :paladin true, :wizard true}, :range "Touch"}], :casting-time "1 minute", :spell-lists {:druid true, :paladin false, :wizard true, :ranger true}, :range "Touch"}, :infestation {:description "You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :infestation, :school "conjuration", :name "Infestation", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a living flea", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :far-step {:description "You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.", :key :far-step, :school "conjuration", :name "Far Step", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :skill-empowerment {:description "Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.\nYou must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.", :key :skill-empowerment, :school "transmutation", :name "Skill Empowerment", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "Touch"}, :soul-cage {:description "This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.\n\nSteal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.\n\nQuery Soul: You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\n\nBorrow Experience: You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.\n\nEyes of the Dead: You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.\nA creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.", :key :soul-cage, :school "necromancy", :name "Soul Cage", :duration "8 hours", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material-component "a tiny silver cage worth 100 gp", :verbal true, :somatic true, :material true}, :casting-time "1 reaction, which you take when a humanoid you can see within 60 feet of you dies", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}}, :orcpub.dnd.e5/feats {:orcish-fury {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Orcish Fury", :description "Your fury burns tirelessly. You gain the following benefits:\n\nWhen you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.\n\nImmediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.", :key :orcish-fury, :path-prereqs {:race {:half-orc true, :half-orc-mark-of-finding- true}}}, :bountiful-luck {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Bountiful Luck", :description "Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!\n\nWhen an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll\n\nWhen you use this ability, you can't use your Lucky racial trait before the end of your next turn.", :key :bountiful-luck, :path-prereqs {:race {:halfling true}}}, :drow-high-magic {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Drow High Magic", :description "Prerequisite: Drow subrace\nYou learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.", :key :drow-high-magic, :path-prereqs {:race {:elf true}}}, :wood-elf-magic {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Wood Elf Magic", :description "Prerequisite: Wood elf subrace\n\nYou learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.", :key :wood-elf-magic, :path-prereqs {:race {:elf true}}}, :prodigy {:ability-increases #{}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Prodigy", :description "You have a knack for learning new things. You gain the following benefits:\n\nYou gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.\n\nChoose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.", :props {:language-choice 1, :skill-tool-choice 2}, :key :prodigy, :path-prereqs {:race {:half-elf-mark-of-detection- true, :human-mark-of-making- true, :half-orc true, :human-mark-of-sentinel- true, :half-elf-mark-of-storm- true, :human true, :half-orc-mark-of-finding- true, :human-mark-of-finding- true, :human-mark-of-passage- true, :human-mark-of-handling- true, :half-elf true}}}, :dragon-fear {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Dragon Fear", :description "When angered, you radiate menace. You gain the following benefits:\n\nInstead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.", :key :dragon-fear, :path-prereqs {:race {:dragonborn true}}}, :second-chance {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Second Chance", :description "Fortune favors you when someone tries to strike you. You gain the following benefits:\n\nWhen a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.", :key :second-chance, :path-prereqs {:race {:halfling true}}}, :squat-nimbleness {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Squat Nimbleness", :description "You are uncommonly nimble for your race. You gain the following benefits:\n\nYou gain proficiency in the Acrobatics or Athletics skill (your choice, enter this manually).\n\nYou have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.", :props {:speed 5, :skill-prof-or-expertise {:acrobatics false, :athletics false}}, :key :squat-nimbleness, :path-prereqs {:race {:dwarf true, :gnome true, :goblin true, :halfling true, :kobold true}}}, :fey-teleportation {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Fey Teleportation", :description "Prerequisite: High elf subrace\nYour study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:\n\nYou learn to speak, read, and write Sylvan.\n\nYou learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.", :key :fey-teleportation, :path-prereqs {:race {:elf true}}, :props {:language-choice 1}}, :flames-of-phlegethos {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Flames of Phlegethos", :description "You learn to call on hellfire to serve your commands. You gain the following benefits:\n\nWhen you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\n\nWhenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.", :key :flames-of-phlegethos, :path-prereqs {:race {:tiefling true, :tiefling-scag- true, :tiefling-tobm-variant- true, :tiefling-ua- true, :tiefling-winged- true, :tiefling-mtof-variant- true, :tiefling-scag-non-winged-variant- true, :tiefling-scag-winged-variant- true}}}, :infernal-constitution {:ability-increases #{:orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Infernal Constitution", :description "Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:\n\nYou have resistance to cold and poison damage.\n\nYou have advantage on saving throws against being poisoned.", :props {:damage-resistance {:cold true, :poison true}}, :key :infernal-constitution, :path-prereqs {:race {:tiefling true, :tiefling-scag- true, :tiefling-winged- true, :tiefling-ua- true, :tiefling-tobm-variant- true, :tiefling-mtof-variant- true, :tiefling-scag-non-winged-variant- true, :tiefling-scag-winged-variant- true}}}, :dwarven-fortitude {:ability-increases #{:orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Dwarven Fortitude", :description "You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:\n\nWhenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).", :key :dwarven-fortitude, :path-prereqs {:race {:dwarf true}}}, :elven-accuracy {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Elven Accuracy", :description "The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:\n\nWhenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.", :key :elven-accuracy, :path-prereqs {:race {:elf true, :half-elf true, :half-elf-mark-of-detection- true, :half-elf-mark-of-storm- true}}}, :dragon-hide {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Dragon Hide", :description "You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:\n\nYour scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.\n\nYou grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.", :key :dragon-hide, :path-prereqs {:race {:dragonborn true}}}, :fade-away {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "Xanathar's Guide to Everything", :name "Fade Away", :description "Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:\n\nImmediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.", :key :fade-away, :path-prereqs {:race {:gnome true}}}}, :orcpub.dnd.e5/selections {:arcane-shot {:options [{:name "Banishing Arrow", :description "You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.\n"} {:name "Brute Bane Arrow", :description "You weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class"} {:name "Bursting Arrow", :description "You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class."} {:name "Grasping\tArrow", :description "When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison and slashing damage both increase to 4d6 when you reach 18th level in this class."} {:name "Mind-Scrambling Arrow", :description "Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target. The psychic damage increases to 4d6 when you reach 18th level in this class."} {:name "Piercing Arrow", :description "You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class."} {:name "Seeking Arrow", :description "Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class."} {:name "Shadow Arrow", :description "You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class"}], :option-pack "Xanathar's Guide to Everything", :name "Arcane Shot", :key :arcane-shot}, :college-of-swords-fighting-style {:options [{:description "When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.", :name "Dueling"} {:description "When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", :name "Two-Weapon Fighting"}], :name "College of Swords Fighting Style", :option-pack "Xanathar's Guide to Everything", :key :college-of-swords-fighting-style}, :metamagic {:options [{:name "Careful Spell", :description "When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. "} {:name "Distant Spell", :description "When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. "} {:name "Empowered Spell", :description "When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell."} {:name "Extended Spell", :description "When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. "} {:name "Heightened Spell", :description "When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. "} {:name "Quickened Spell", :description "When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. "} {:name "Subtle Spell", :description "When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. "} {:name "Twinned Spell", :description "When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost is."}], :option-pack "Xanathar's Guide to Everything", :name "Metamagic", :key :metamagic}, :way-of-the-brush {:options [{:description "You gain proficiency with calligrapher's supplies.", :name "Calligrapher's Supplies"} {:description "You gain proficiency with painter's supplies.", :name "Painter's Supplies"}], :option-pack "Xanathar's Guide to Everything", :name "Way of the Brush", :key :way-of-the-brush}, :arcane-archer-lore {:options [{:name "Prestidigitation", :description "You know this cantrip"} {:name "Druidcraft", :description "You know this cantrip"}], :option-pack "Xanathar's Guide to Everything", :name "Arcane Archer Lore", :key :arcane-archer-lore}}, :orcpub.dnd.e5/invocations {:maddening-hex-requires-5th-level-hex-spell-or-a-warlock-feature-that-curses- {:option-pack "Xanathar's Guide to Everything", :description "As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.", :name "Maddening Hex (Requires: 5th level, hex spell or a warlock feature that curses)", :key :maddening-hex-requires-5th-level-hex-spell-or-a-warlock-feature-that-curses-}, :improved-pact-weapon-requires-pact-of-the-blade- {:option-pack "Xanathar's Guide to Everything", :description "You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.\n\nIn addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.", :name "Improved Pact Weapon (Requires: Pact of the Blade)", :key :improved-pact-weapon-requires-pact-of-the-blade-}, :gift-of-the-ever-living-ones-requires-pact-of-the-chain- {:option-pack "Xanathar's Guide to Everything", :name "Gift of the Ever-Living Ones (Requires: Pact of the Chain)", :description "Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.", :key :gift-of-the-ever-living-ones-requires-pact-of-the-chain-}, :grasp-of-hadar-requires-eldritch-blast-cantrip- {:option-pack "Xanathar's Guide to Everything", :name "Grasp of Hadar (Requires: Eldritch Blast cantrip)", :description "Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.", :key :grasp-of-hadar-requires-eldritch-blast-cantrip-}, :gift-of-the-depths-requires-5th-level- {:option-pack "Xanathar's Guide to Everything", :name "Gift of the Depths (Requires: 5th level)", :description "You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending a spell slot. \n\nYou regain the ability to do so when you finish a long rest.", :key :gift-of-the-depths-requires-5th-level-}, :relentless-hex-requires-7th-level-hex-spell-or-a-warlock-feature-that-curses- {:option-pack "Xanathar's Guide to Everything", :description "Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.", :name "Relentless Hex (Requires: 7th level, hex spell or a warlock feature that curses)", :key :relentless-hex-requires-7th-level-hex-spell-or-a-warlock-feature-that-curses-}, :tomb-of-levistus-requires-5th-level- {:option-pack "Xanathar's Guide to Everything", :description "As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.\n\nOnce you use this invocation, you can’t use it again until you finish a short or long rest.", :name "Tomb of Levistus (Requires: 5th level)", :key :tomb-of-levistus-requires-5th-level-}, :lance-of-lethargy-requires-eldritch-blast-cantrip- {:option-pack "Xanathar's Guide to Everything", :description "Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.", :name "Lance of Lethargy (Requires: Eldritch Blast cantrip)", :key :lance-of-lethargy-requires-eldritch-blast-cantrip-}, :shroud-of-shadow-requires-15th-level- {:option-pack "Xanathar's Guide to Everything", :description "You can cast invisibility at will, without expending a spell slot.", :name "Shroud of Shadow (Requires: 15th level)", :key :shroud-of-shadow-requires-15th-level-}, :ghostly-gaze-requires-7th-level- {:option-pack "Xanathar's Guide to Everything", :name "Ghostly Gaze (Requires: 7th level)", :description "As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. \n\nOnce you use this invocation, you can’t use it again until you finish a short or long rest.", :key :ghostly-gaze-requires-7th-level-}, :eldritch-smite-requires-5th-level-pact-of-the-blade- {:option-pack "Xanathar's Guide to Everything", :name "Eldritch Smite (Requires: 5th level, Pact of the Blade)", :description "Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.", :key :eldritch-smite-requires-5th-level-pact-of-the-blade-}, :aspect-of-the-moon-requires-pact-of-the-tome- {:option-pack "Xanathar's Guide to Everything", :description "You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.", :name "Aspect of the Moon (Requires: Pact of the Tome)", :key :aspect-of-the-moon-requires-pact-of-the-tome-}, :cloak-of-flies-requires-5th-level- {:option-pack "Xanathar's Guide to Everything", :name "Cloak of Flies (Requires: 5th level)", :description "As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through\ntotal cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.\nThe aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of O damage).\nOnce you use this invocation, you can’t use it again until you finish a short or long rest.", :key :cloak-of-flies-requires-5th-level-}, :trickster-s-escape-requires-7th-level- {:option-pack "Xanathar's Guide to Everything", :description "You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.", :name "Trickster’s Escape (Requires: 7th level)", :key :trickster-s-escape-requires-7th-level-}}, :orcpub.dnd.e5/classes {:sorcerer-divine-soul- {nil nil, :key :sorcerer-divine-soul-, :level-modifiers [{:type :weapon-prof, :value :crossbow-light} {:type :weapon-prof, :value :dart} {:type :weapon-prof, :value :sling} {:type :weapon-prof, :value :dagger} {:type :weapon-prof, :value :quarterstaff}], :name "Sorcerer (Divine Soul)", :option-pack "Xanathar's Guide to Everything", :subclass-title "Affinity", :level-selections [{:type :metamagic, :num 2, :level 3} {:type :metamagic, :level 10} {:type :metamagic, :level 17}], :spellcasting {:level-factor 1, :known-mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}, :cantrips? true, :cantrips-known {1 4, 4 1, 10 1}, :spell-list {0 #{:shape-water :dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-lure :toll-the-dead :frostbite :booming-blade :minor-illusion :thunderclap :fire-bolt :guidance :word-of-radiance :mending :sacred-flame :resistance :shocking-grasp :control-flames :friends :virtue :chill-touch :true-strike :create-bonfire :spare-the-dying :mold-earth :poison-spray :sword-burst :hand-of-radiance :light :blade-ward :thaumaturgy :prestidigitation :gust :infestation :message :green-flame-blade}, 1 #{:thunderwave :create-or-destroy-water :guiding-hand :ray-of-sickness :detect-magic :earth-tremor :shield :purify-food-and-drink :feather-fall :detect-evil-and-good :ice-knife :magic-missile :protection-from-evil-and-good :witch-bolt :command :fog-cloud :chaos-bolt :bless :sudden-awakening :comprehend-languages :bane :disguise-self :shield-of-faith :inflict-wounds :false-life :healing-word :expeditious-retreat :ceremony :absorb-elements :charm-person :catapult :guiding-bolt :sanctuary :detect-poison-and-disease :cure-wounds :mage-armor :burning-hands :sleep :color-spray :jump :silent-image :chromatic-orb}, 2 #{:crown-of-madness :augury :calm-emotions :spiritual-weapon :gentle-repose :blindness-deafness :prayer-of-healing :mind-spike :dust-devil :scorching-ray :zone-of-truth :shadow-blade :silence :protection-from-poison :continual-flame :enhance-ability :lesser-restoration :enlarge-reduce :shatter :darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-self :suggestion :see-invisibility :detect-thoughts :levitate :mirror-image :cloud-of-daggers :phantasmal-force :warding-bond :find-traps :blur :pyrotechnics :maximilian-s-earthen-grasp :invisibility :earthbind :warding-wind :locate-animals-or-plants :aganazzar-s-scorcher :aid :hold-person :gust-of-wind :spider-climb :darkness :knock :web :misty-step}, 3 #{:animate-dead :daylight :sending :counterspell :blink :sleet-storm :water-breathing :melf-s-minute-meteors :stinking-cloud :remove-curse :clairvoyance :dispel-magic :create-food-and-water :spirit-guardians :mass-healing-word :hypnotic-pattern :catnap :feign-death :meld-into-stone :glyph-of-warding :haste :life-transference :fly :tongues :revivify :magic-circle :major-image :slow :wall-of-water :tidal-wave :enemies-abound :lightning-bolt :protection-from-energy :flame-arrows :fireball :bestow-curse :speak-with-dead :erupting-earth :beacon-of-hope :water-walk :fear :thunder-step :gaseous-form}, 4 #{:dimension-door :ice-storm :confusion :blight :dominate-beast :banishment :polymorph :storm-sphere :locate-creature :sickening-radiance :control-water :watery-sphere :wall-of-fire :charm-monster :divination :freedom-of-movement :vitriolic-sphere :guardian-of-faith :greater-invisibility :death-ward :stone-shape :stoneskin}, 5 #{:dawn :creation :greater-restoration :seeming :cloudkill :animate-objects :enervation :mass-cure-wounds :commune :wall-of-light :dispel-evil-and-good :raise-dead :dominate-person :control-winds :insect-plague :synaptic-static :cone-of-cold :hold-monster :teleportation-circle :planar-binding :flame-strike :legend-lore :hallow :holy-weapon :wall-of-stone :telekinesis :contagion :scrying :immolation :geas :far-step :skill-empowerment}, 6 #{:move-earth :planar-ally :globe-of-invulnerability :chain-lightning :mass-suggestion :sunbeam :investiture-of-ice :forbiddance :harm :blade-barrier :scatter :arcane-gate :true-seeing :find-the-path :heroes-feast :mental-prison :heal :disintegrate :word-of-recall :investiture-of-wind :investiture-of-stone :eyebite :investiture-of-flame :create-undead :circle-of-death}, 7 #{:whirlwind :crown-of-stars :power-word-pain :prismatic-spray :conjure-celestial :symbol :divine-word :temple-of-the-gods :regenerate :delayed-blast-fireball :plane-shift :reverse-gravity :etherealness :teleport :fire-storm :finger-of-death :resurrection}, 8 #{:control-weather :abi-dalzims-horrid-wilting :holy-aura :dominate-monster :earthquake :sunburst :power-word-stun :antimagic-field :incendiary-cloud}, 9 #{:meteor-swarm :astral-projection :power-word-kill :wish :time-stop :mass-heal :psychic-scream :gate :true-resurrection :mass-polymorph}}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/cha true, :orcpub.dnd.e5.character/con true}, :skill-expertise-options {:choose 0, :options {}}, :skill-options {:choose 2, :options {:arcana true, :deception true, :insight true, :intimidation true, :persuasion true, :religion true}}}, :hit-die 6, :traits [{:name "Font of Magic", :description "At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\n• You have sorcery points equal to your sorcerer level. You regain all spent sorcery points when you finish a long rest.\n• You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. 1st level = 2 sorcery points, 2nd lvl = 3sp, 3rd lvl = 5 sp, 4rth lvl = 6 sp, 5th lvl = 7 sp.\n• Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", :level 2} {:name "Metamagic", :level 3, :description "At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted."} {:name "Sorcerous Restoration", :level 20, :description "At 20th level, you regain 4 expended sorcery points whenever you finish a short rest."} {:description "Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. \nIn addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.\n\nAffinity--Spell\nGood--cure wounds\nEvil--inflict wounds\nLaw--bless\nChaos--bane\nNeutrality--protection from evil and good", :name "Divine Magic"} {:description "Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.", :name "Favored by the Gods"} {:description "Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.", :name "Empowered Healing", :level 6} {:description "Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.\nThe affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.", :name "Otherworldly Wings", :level 14} {:name "Unearthly Recovery", :description "At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 18}]}}}, "UA - Monster Hunter Fighter Subclass - (Rocko#2489)" {:orcpub.dnd.e5/subclasses {:monster-hunter {:class :fighter, :key :monster-hunter, :level-modifiers [], :name "Monster Hunter", :option-pack "homebrew", :profs {:skill-expertise-options {:choose 1, :options {:acrobatics false, :animal-handling false, :arcana false, :athletics true}}, :skill-options {:choose 1, :options {:arcana true, :history true, :insight true, :investigation true, :nature true, :perception true}}}, :traits [{:description "When\tyou\tchoose\tthis archetype at\t3rd\tlevel,\tyou\t\ngain\tproficiency\tin\ttwo\tof\tthe\tfollowing\tskills\tof\t\nyour\tchoice:\tArcana,\tHistory,\tInsight,\tInvestigation,\t\nNature,\tor\tPerception.\tYou\tcan\tgain\tproficiency\t\nwith\ta\ttool\tof\tyour\tchoice\tin\tplace\tof\tone\tskill\t\nchoice. Mark second proficiency manually.", :level 3, :name "Bonus\tProficiencies"} {:description "When\tyou\tchoose\tthis\tarchetype\tat\t3rd\tlevel,\tyou\t\ngain\ta\tset\tof\tabilities\tthat\tare\tfueled\tby\tspecial\tdice\t\ncalled\tsuperiority\tdice.\nSuperiority\tDice. You\thave\tfour\tsuperiority\tdice,\t\nwhich\tare\td8s.\tA\tsuperiority\tdie\tis\texpended\twhen\t\nyou\tuse\tit.\tYou\tregain\tall\tof\tyour\texpended\t\nsuperiority\tdice\twhen\tyou\tfinish\ta\tshort\tor\tlong\nrest.\nYou\tgain\tanother\tsuperiority\tdie\tat\t7th\tlevel\tand\t\none\tmore\tat\t15th\tlevel.\nUsing\tSuperiority\tDice. You\tcan\texpend\t\nsuperiority\tdice\tto\tgain a\tnumber\tof\tdifferent\t\nbenefits:\n\n• When\tyou make\ta\tweapon\tattack\tagainst\ta\t\ncreature,\tyou\tcan\texpend\tone\tsuperiority\tdie\tto\t\nadd\tit\tto\tthe\tattack\troll.\tYou\tcan\tuse\tthis\tability\t\nbefore\tor\tafter\tmaking\tthe\tattack\troll,\tbut\tbefore\t\nany\tof\tthe\teffects\tof\tthe\tattack\tare\tapplied.\n• When\tyou\tdamage\ta\tcreature\twith\ta\tweapon\t\nattack,\tyou\tcan\texpend\tone\tsuperiority\tdie\tto\t\nadd\tit\tto\tthe\tdamage\troll.\tYou\tcan\tuse\tthis\tability\t\nafter\trolling\tdamage.\tIf\tthe\tattack\tcauses\tthe\t\ntarget\tto\tmake\ta\tConstitution\tsaving\tthrow\tto\t\nmaintain\tconcentration,\tit\thas\tdisadvantage\ton\t\nthat save.\n• When\tyou\tmake\tan\tIntelligence,\ta\tWisdom,\tor\ta\t\nCharisma\tsaving\tthrow,\tyou\tcan\texpend\tone\t\nsuperiority\tdie\tto\tadd\tit\tto\tthe\troll.\tYou\tcan\tuse\t\nthis\tfeature only before\tyou\tlearn\tif\tthe\tsave\t\nsucceeded\tor\tfailed.\n• When\tyou\tmake\ta\tWisdom\t(Perception) check to\t\ndetect\ta\thidden\tcreature\tor\tobject,\tor\ta\tWisdom\t\n(Insight)\tcheck\tto\tdetermine\tif\tsomeone\tis\tlying\t\nto\tyou,\tyou\tcan\texpend\tone\tsuperiority\tdie\tto\t\nadd\tit\tto\tthe\troll.\tYou\tcan\tuse\tthis\tfeature after\t\nseeing\tthe\ttotal\tbut\tbefore\tlearning\tif\tyou\t\nsucceeded\tor\tfailed.", :level 3, :name "Combat\tSuperiority"} {:description "At\t3rd\tlevel,\tyour\tstudy\tof\tthe\tsupernatural\tgives\t\nyou\ta\tlimited\tability\tto\tuse\tmagic.\tYou\tcan\tcast\ndetect\tmagic as\ta\tritual.\tYou\tcan\tcast\tprotection\t\nfrom\tevil\tand\tgood,\tbut\tyou\tcannot\tcast\tit\tagain\t\nwith\tthis\tfeature\tuntil\tyou\tfinish a\tlong\trest.\t\nWisdom\tis\tyour\tspellcasting\tability\tfor\tthese\tspells.\nIn\taddition,\tyou\tgain\tthe\tability\tto\tspeak\tone\tof\t\nthe\tfollowing\tlanguages of\tyour\tchoice:\tAbyssal,\t\nCelestial,\tor\tInfernal.", :level 3, :name "Hunter’s\tMysticism"} {:description "At\t7th\tlevel,\twhenever you\texpend\tsuperiority\tdice\t\nto\tadd\tto\ta\tdamage\troll,\tyou\tcan\texpend\tup\tto\ttwo\t\ndice instead\tof\tjust\tone,\tadding\tboth\tto\tthe\troll.\t\nBoth\tdice\tare\texpended\tas\tnormal.\tIf\tthe\ttarget\tof\t\nyour\tattack\tis\tan\taberration,\ta\tfey,\ta\tfiend,\tor\tan\t\nundead,\tyou\tdeal\tmaximum\tdamage with\tboth\tdice,\t\ninstead\tof\trolling them.\n", :level 7, :name "Monster\tSlayer"} {:description "At\t10th\tlevel,\tyour\tsuperiority\tdice\tturn\tinto\td10s.\t\nAt\t18th\tlevel,\tthey\tturn\tinto\td12s.", :name "Improved\tCombat\tSuperiority"} {:description "Starting\tat\t15th\tlevel,\twhen\tyou\troll\tinitiative\tand\t\nhave\tno\tsuperiority\tdice\tremaining,\tyou\tregain one\nsuperiority\tdie.", :name "Relentless"}]}}}, "DMSG - The Lingering Soul Class or Death Alternative - (NineArtsDragon#3773)" {:orcpub.dnd.e5/classes {:the-lingering-soul {:key :the-lingering-soul, :level-modifiers [{:level 10, :type :flying-speed-equals-walking-speed} {:type :damage-resistance, :value :bludgeoning} {:type :damage-resistance, :value :piercing} {:type :damage-resistance, :value :slashing} {:type :damage-immunity, :value :poison}], :name "The Lingering Soul", :option-pack "The Lingering Soul Class or Death Alternative", :subclass-title "Calling of the Poltergeist", :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/con true}, :skill-options {:choose 3, :options {:history true, :insight true, :intimidation true, :investigation true, :perception true, :religion true, :sleight-of-hand true, :stealth true}}}, :hit-die 6, :traits [{:description "You must select an object or creature of your choice to bind to indefinitely. You remain within 150 ft of this object at all times, and are dragged along if it moves farther than 150 ft away. You always know where you bound object or creature is.\nShould the object be destroyed or the creature slain, you drop to 0 HP. If you regain consciousness without a spirit bond, you must immediately select a new object or creature within 150 feet to bind to. If nothing is present to bind to, you are paralyzed until an object or creature comes close enough to bind to.", :name "Spirit Binding"} {:description "Lingering Soul save DC = 8 + your proficiency bonus + your Aspect modifier\nAspect Attack modifier = your proficiency bonus + your Aspect modifier", :name "Phantom Calling"} {:description "You are dead. --You're considered Undead --You give off a cold glow equal to dim light in a 5ft radius --You cannot physically carry objects or wear equipment, you don't need to eat or drink, and you can't gain benefits from things that require ingestion. --You are immune to the Poisoned, Prone, Grappled, Restrained, and Petrified conditions. --You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. --You fall at a rate of 60ft per round, and do not suffer fall damage. --You don't require sleep, but must rest to use hit dice and regain ability uses. --When you drop to 0 hp, you make death saving throws as usual. Should you die, you cannot be restored to life short of a Wish spell. --Should you ever be restored to life, you lose all Lingering Soul levels and gain Class levels equal to what your character had prior to death, plus levels equal to your Lingering Soul levels gained while playing that class. ", :name "Ghostly Form"} {:description "As a bonus action, you attempt to possess a creature within 5ft of you. The target must succeed a Cha save or become possessed.\nWhile possessing a creature, you cannot be targeted, but you take half of any damage dealt to the host. You share their body and senses and can communicate with them telepathically. You can only use features specified for use while possessing a host.\nYour host acts as normal on its turn. You can use your action to force the host to make a weapon attack against a target of your choice within range, adding your Aspect modifier to the damage dealt. You can also use your action to force the host to Dash in a chosen direction, or take the Dodge action.\nPossession lasts until you or the host drops to 0 hit points, or you are forced out by an effect like Dispel Evil or Turn Undead. You reappear within 5ft of the creature. The host is immune to possession for 24 hours after succeeding the possession save or after the possession ends.", :level 2, :name "Possession"} {:description "You can spend an hour siphoning the mystic properties from a magic item. Upon completion, the enchantment (and any attunement) becomes bound to your form, leaving the item inert. You have a limit of 5 enchantments that can be bound to you, only 3 can require attunement. To gain a new enchantment beyond 5, you must permanently discard an enchantment.\nYour weapon enchantments can be applied to any physical or weapon attacks you make. While possessing a host, you can apply one enchantment to any attacks you force them to make with a non-magical weapon.", :level 3, :name "Consume Enchantment"} {:description "You can possess dead bodies for 1 min. Corpses automatically fail their saving throw, have 1 HP and start prone. If the host corpse is reduced to 0 HP, it is destroyed and cannot be possessed again. ", :level 5, :name "Pervade the Fallen"} {:description "If a creature is unaware of your presence, you can make a Stealth check contested by the target's Perception check. If you win, they fail their save and you possess them without their knowledge.\nWhenever you force the host to do anything, they can make an Insight check against your Lingering Soul DC. On a success, they become aware of the possession.", :level 5, :name "Unseen Passenger"} {:description "When an attacker you can see hits you with an attack, you can use your reaction to halve the damage. If you're possessing a host that receives damage, you can use your reaction to reduce the damage you take to a quarter of what the host suffers.", :level 7, :name "Obfuscate"} {:description "You can use an action while possessing a host to force them to say or yell a phrase of 25 words or less. Any Cha checks initiated in this way use your Cha modifier and skills.\nIf the host begins casting a spell that uses verbal components, you can use your reaction to make them fumble the incantation. The host makes a Con save against your Lingering Soul DC. On a fail, the spell fails, the spell slot is expended, and the possession ends immediately.", :level 9, :name "Xenoglossia"} {:description "You can cast invisibility on yourself, requiring no material components, twice per day.", :level 10, :name "Supernal Body"} {:description "When your host makes an attack, you can use your reaction to give the triggering attack disadvantage.", :level 13, :name "Piercing Chill"} {:description "As an action, choose any number of creatures within 30ft of you. If they can see you, they must succeed a Wis save or be frightened of you until the end of your next turn. You can use your action on subsequent turns to extend the effect on the frightened creatures until the end of your next turn. This effect ends if a creature ends its turn out of sight of you. Creatures that succeed the save are immune to this feature for 24 hours.\nYou must finish a short or long rest before using this feature again.", :level 14, :name "Ghastly Visage"} {:description "You are no longer bound to an object or creature. Whenever you would be destroyed by failing a 3rd death save, you instead vanish for 24 hours. You then return to the spot where you fell, rested as if you completed a long rest. You suffer a -4 to all attack rolls, saves, and checks. Every following long rest decreases this penalty by 1. If the spot is now hallowed, you are lost forever in the Ethereal Plane.", :level 17, :name "Eternal Spirit"} {:description "While possessing a host, you can use an action to take total control. Until the end of your next turn, the creature only takes actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction at the cost of your own reaction. \nEach time the host is damaged during a turn where you have total control, it makes a Cha save against your possession. If it succeeds, the possession ends.", :level 18, :name "Possession Mastery"} {:description "While possessing a host that isn't an Undead or Construct, you can use your action to end the possession and force the creature to make a Con save. It takes 12d10 necrotic damage on a failure, and half as much on a success. If the creature is brought to under 50 HP by this damage, it dies.\nYou can use this feature once per rest.", :level 20, :name "Ravage Soul"}]}}, :orcpub.dnd.e5/subclasses {:calling-of-the-poltergeist {:class :the-lingering-soul, :key :calling-of-the-poltergeist, :level-modifiers [{:type :spell, :value {:ability :str, :key :mage-hand}}], :name "Calling of the Poltergeist", :option-pack "The Lingering Soul Class or Death Alternative", :traits [{:description "Choose either your Strength, Dexterity, or Intelligence to become your Aspect. Your Aspect modifier equals the chosen ability modifier. You gain proficiency in Strength saving throws.", :name "Aspect of the Poltergeist"} {:description "You gain proficiency with 3 melee weapons of your choice. You can choose 2 more melee weapons to gain proficiency with at 6th, 11th, and 15th level.", :name "Implements of Anger"} {:description "You learn the Mage Hand cantrip. As an action, you can choose an object that weighs no more than 10 lbs within 30ft of you. You mystically hurl it 30ft in any direction. If you choose to have the object strike a creature, roll a ranged Aspect attack. On a hit, the creature takes 1d4 + your Aspect modifier bludgeoning damage, and the object drops to the ground. If the object is a weapon you are proficient in, use the weapon's damage dice and type instead. Any magical weapons you are proficient with and attuned to can be used with this feature.\nIf the target object is held by another creature, they must make a Strength save. On a fail, the creature drops the object you choose and you may move it up to 15ft.", :name "Haunt"} {:description "You can move two objects when you take the Haunt action. Alternatively, you can move a single object twice, allowing two attacks with a single object.", :level 6, :name "Advanced Haunt"} {:description "As a bonus action, select any pieces of wearable equipment within 30ft that aren't currently being worn. The equipment assembles around you, granting any AC bonuses, benefits, and detriments granted by wearing this equipment.\nYou don't need armor proficiency or the Str requirement of heavy armor. Any magical equipment you are attuned to can be used with this feature. You are limited by equipment slots.\nThis equipment remains assembled around you until you choose to drop it, attempt to possess a creature, you pass through a solid object, or until you take a rest.", :level 6, :name "Spectral Warrior"} {:description "As an action, you can choose a creature that is Large or smaller within 30ft. The target must make a Str save or be hurled 30ft in any direction, including upward. If the target hits a hard surface, creature, or heavy object, the target takes 1d8 bludgeoning damage per 10ft moved and is knocked prone.\nIf the target is hurled into another creature, they must make a Dex save. The second creature also takes this damage and is knocked prone on a fail, or half as much and remains standing on a success.\nYou can use this feature a number of times = your Aspect modifier per rest.", :level 11, :name "Phantasmic Force"} {:description "As an action, you cause nearby debris to whirl around you. Whenever an enemy comes within 30ft of you for the first time on a turn, or starts its turn there, it suffers 3d6 physical damage, 1 dice of each type. This feature lasts for 1 minute. You can use this feature once per long rest.", :level 15, :name "Torrent of Rage"}]}, :calling-of-the-spirit-guardian {:class :the-lingering-soul, :key :calling-of-the-spirit-guardian, :level-modifiers [], :name "Calling of the Spirit Guardian", :option-pack "The Lingering Soul Class or Death Alternative", :traits [{:description "Choose either your Wisdom or Charisma modifier to become your Aspect modifier. You gain proficiency in Charisma saving throws.", :name "Aspect of the Spirit Guardian"} {:description "As an action, target a weapon or object within 30ft of you. Until the end of your next turn, the next time the weapon or object hits a creature, it deals an additional 1d8 radiant damage (if you're good or neutral) or necrotic damage (if you are evil). You can use this feature while possessing a host.\nThe damage increases by 1d8 at 6th level, and again at 11th level and 15th level.", :name "Invoke Smite"} {:description "As an action, target a creature within 30ft of you to regain HP equal to 1d8 + your Aspect modifier. You can use this while possessing a host, and if your host is not your target, your host also regains an equal amount of HP.\nYou can use this feature twice per long rest. The number of d8s healed and uses increases at 6th, 11th, and 15th level.", :name "Sympathetic Mending"} {:description "While you are possessing a host, if an attacker that you can see hits your host with an attack, you can use your reaction to grant your host a bonus to their AC or save against the attack equal to your Aspect modifier. Once the attack is resolved, the possession immediately ends, and you cannot use your Possession feature until the end of your next turn.", :level 6, :name "Divine Barrier"} {:description "you can use an action to emit an aura around you up to a distance of 15ft for up to 1 minute. You can choose any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enter the area for the first time on a turn or starts its turn there, it must make a Wis save. On a fail, the creature takes 3d6 radiant/necrotic damage. On a success, the creature takes half damage. You can use this feature while possessing a host. You can use this feature once per rest.", :level 11, :name "Consecrated Emanation"} {:description "All friendly creature within 30ft of you gain 1 HP on a death saving throw of 18-20. This feature remains while possessing a host.", :level 15, :name "Savior Spirit"} {:description "As an action, you can imbue your host for 10 min. For the duration or until possession ends, they gain the following benefits. --They are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons. --They are immune to poison damage and the poisoned condition --They are immune to the prone, grappled, restrained, and petrified conditions --They can move through other creatures and objects as if they were difficult terrain. You both take 1d10 force damage if they end their turn inside an object. --They have a flying speed equal to their speed.\nThis feature can be used once per long rest.", :level 15, :name "Guardian Transformation"}]}, :calling-of-the-wraith {:class :the-lingering-soul, :key :calling-of-the-wraith, :level-modifiers [{:level 6, :type :damage-resistance, :value :cold} {:level 6, :type :damage-resistance, :value :necrotic}], :name "Calling of the Wraith", :option-pack "The Lingering Soul Class or Death Alternative", :traits [{:description "You choose your Dexterity, Intelligence, or Charisma modifier to become your Aspect modifier. You gain proficiency in Intelligence saving throws.", :name "Aspect of the Wraith"} {:description "As an action, you can make a melee Aspect attack against a creature within 5 feet of you. On a hit, the target takes necrotic damage equal to 1d8 + your Aspect modifier. If the target isn't Undead or a Construct, you regain HP = damage dealt.\nThe damage of Scything Claw increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 15th level.", :name "Scything Claw"} {:description "You no longer emit dim light in a 5ft radius. You gain darkvision out to 60ft, resistance to cold and necrotic damage, and Sunlight Sensitivity.\nWhile possessing a host, you can impart these benefits and detriments to them.", :level 6, :name "Shadow of the Grave"} {:description "You extinguish any natural open flames within 30ft of you. While in dim light or darkness, you can Hide as a bonus action. Whenever a living creature in dim light or darkness dies within 30ft of you, you gain temp. HP = 1d8 + your Aspect modifier. This aura remains while possessing a host.\nAt 15th level, the amount of temporary HP gained increases to 2d8 + your Aspect modifier.", :level 11, :name "Aura of Midnight"} {:description "As an action, you can target a humanoid corpse within 10ft that has been dead for no more than 1 minute, and died violently. A specter rises from the corpse or the nearest unoccupied space, and is under your control. You can issue commands as a free action while you are conscious, which it does its best to obey. You can have a number of specters equal to your Aspect modifier under your control at one time.", :level 15, :name "Create Specter"}]}}}, "5eHB - Hichicos Guide to the Unknown - (Hichico#3759 )" {:orcpub.dnd.e5/backgrounds {:underdark-exile {:key :underdark-exile, :name "Underdark Exile", :option-pack "Hichico's Guide to the Unknown", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:stealth true, :survival true}}, :traits []}}, :orcpub.dnd.e5/classes {:magus {nil nil, :key :magus, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :martial} {:type :tool-prof, :value :herbalism-kit} {:type :tool-prof, :value :alchemists-supplies} {:type :spell, :value {:ability :int, :key :chill-touch}} {:type :spell, :value {:ability :int, :key :green-flame-blade}} {:type :spell, :value {:ability :int, :key :eldritch-blast}} {:type :spell, :value {:ability :int, :key :fire-bolt}} {:type :spell, :value {:ability :int, :key :toll-the-dead}} {:type :spell, :value {:ability :int, :key :prestidigitation}} {:type :spell, :value {:ability :int, :key :blade-ward}} {:type :spell, :value {:ability :int, :key :thaumaturgy}} {:type :spell, :value {:ability :int, :key :sword-burst}} {:type :spell, :value {:ability :int, :key :shocking-grasp}} {:type :spell, :value {:ability :int, :key :true-strike}} {:level 7, :type :armor-prof, :value :medium} {:level 13, :type :armor-prof, :value :heavy} {:level 17, :type :damage-resistance, :value :psychic} {:level 20, :type :damage-immunity, :value :psychic}], :name "Magus", :subclass-level 3, :option-pack "Hichico's Guide to the Unknown", :subclass-title "Magus Archetypes", :spellcasting {:ability :orcpub.dnd.e5.character/int, :known-mode :schedule, :level-factor 1, :spell-list {1 #{:armor-of-agathys :thunderwave :compelled-duel :detect-magic :shield :searing-smite :feather-fall :grease :magic-missile :witch-bolt :zephyr-strike :ensnaring-strike :chaos-bolt :thunderous-smite :wrathful-smite :faerie-fire :expeditious-retreat :tashas-hideous-laughter :illusory-script :mage-armor :hellish-rebuke :jump :hunters-mark :arms-of-hadar}, 2 #{:cordon-of-arrows :calm-emotions :spiritual-weapon :scorching-ray :shadow-blade :ray-of-enfeeblement :magic-weapon :cloud-of-daggers :flame-blade :hold-person :heat-metal}, 3 #{:elemental-weapon :counterspell :blink :melf-s-minute-meteors :dispel-magic :blinding-smite :haste :fly :lightning-bolt :flame-arrows :lightning-arrow :fireball :call-lightning :gaseous-form}, 4 #{:aura-of-life :banishment :death-ward :fire-shield :freedom-of-movement :stoneskin}, 5 #{:greater-restoration :steel-wind-strike :cone-of-cold :flame-strike :bigbys-hand :legend-lore :reincarnate :modify-memory :scrying :circle-of-power :skill-empowerment}, 6 #{:chain-lightning :investiture-of-ice :blade-barrier :heroes-feast :mental-prison :disintegrate :investiture-of-wind :investiture-of-stone :investiture-of-flame}, 7 #{:forcecage :mordenkainens-magnificent-mansion :mordenkainens-sword :plane-shift :prismatic-spray :simulacrum :teleport}, 8 #{:glibness :feeblemind :control-weather :abi-dalzims-horrid-wilting :dominate-monster :earthquake :demiplane :power-word-stun :antimagic-field}, 9 #{:foresight :invulnerability :mass-polymorph :psychic-scream :true-polymorph}}, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/int true, :orcpub.dnd.e5.character/wis true}, :skill-expertise-options {:choose 2, :options {:arcana true, :history true, :insight true, :investigation true, :perception true, :persuasion true, :religion true, :survival true}}, :skill-options {:choose 4, :options {:arcana true, :history true, :insight true, :investigation true, :perception true, :persuasion true, :religion true, :survival true}}}, :hit-die 8, :traits [{:description "At 1st level, you gain a reservoir of mystical arcane energy that you can draw upon to fuel your powers and enhance your weapon. This arcane pool has a number of points equal to 1/2 your magus level (minimum 1) + your Intelligence modifier. The pool refreshes once per day when the you prepares your spells.\n\nAt 1st level, you can expend 1 point from your arcane pool as a bonus action to grant any weapon you are holding a +1 bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.", :name "Arcane Pool"} {:description "At 1st level, you learn to cast spells and wield your weapons at the same time. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As an action, you can make all of your attacks with your melee weapon at a –2 penalty and can also cast any spell from your prepared spells with a casting time of 1 action (any attack roll made as part of this spell also takes this penalty).", :name "Spell Combat"} {:description "At 2nd level you gain the ability to cast Detect Magic a number of times equal to your Intelligence modifier", :level 2, :name "Arcane Sight"} {:description "At 3rd level you gain an archetype of your choice.", :level 3, :name "Magus Archetype"} {:description "At 4th level, you learn to use your arcane pool to recall spells you have already cast. With a bonus action you can recall any single spell that you have already prepared and cast that day by expending a number of points from your arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.", :level 4, :name "Spell Recall"} {:description "Starting at 5th level you can bond to one weapon and turn it into your spirit weapon. The weapon can be summoned to your hand as a bonus action and is kept in the ethereal plane when not in use. This weapon deals an additional 1d6 points of psychic damage in addition to the regular damage of its' weapon type. Your Spirit Weapon attacks count as magical for purpose of overcoming resistance.", :level 5, :name "Spiritual Weapon"} {:description "At 5th level you can attack twice in one action. Both attacks must be made with your spirit weapon.", :level 5, :name "Extra Attack"} {:description "Starting at 7th level, you gain proficiency in medium armor.", :level 7, :name "Armor Proficiency: Medium"} {:description "Starting at 8th level your ability to wield both spell and blade has improved, you gain a +2 bonus to concentration checks.", :level 8, :name "Improved Spell Combat"} {:description "Spirit Familiar At 10th level you gain the spirit of a deceased animal as your companion. It can be a Bird, Frog, Bat, Cat, Small Dog, Squirrel or other small creature. The animal appears translucent and can turn invisible non Magus as an action. The creature has the same statistics as any normal creature except it has the Undead type. You can, as a bonus action, see through your Familiar's eyes and can cast Detect Magic through it. The Familiar also has hit points equal to your hit point maximum but can't attack. ", :level 10, :name "Spirit Familiar"} {:description "At 11th level, your ability to recall spells using your arcane pool becomes more efficient. Whenever you recall a spell with spell recall, you can expend a number of points from your arcane pool equal to 1/2 the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a bonus action you can prepare a spell of the same level that you can prepare from your spell list. you do so by expending a number of points from your arcane pool equal to the spell’s level (minimum 1). ", :level 11, :name "Improved Recall"} {:description "Starting at 13th level, you gain proficiency in heavy armor", :name "Armor Proficiency: Heavy"} {:description "At 16th level, whenever an enemy within reach successfully casts a spell on you or an ally within reach, that enemy provokes an attack of opportunity from you when the spell is completed. This attack of opportunity cannot disrupt the spell", :level 16, :name "Counterstrike"} {:description "Starting at 17th level, you gain a permanent resistance to psychic damage, and can become resistant to slashing, bludgeoning, and piercing damage for one hour after which you must complete a short rest or gain one point of exhaustion.", :level 17, :name "Force of Will"} {:description "Starting at 18th level, you and another willing creature on the same plane of existence may switch places physically, you appearing where they were and they were you were, once per long rest.", :level 18, :name "Switch Blink"} {:description "You have ascended beyond the scope you once thought was limit and now see the world for what it truly is. You gain a permanent immunity to psychic damage, and resistance to two damage types of your choice for up to 1+ your intelligence modifier number of hours after which you must complete a long rest. Additionally you may recall one expended spell slot of your choice once per combat.", :level 20, :name "Ascended Magus"}]}}, :orcpub.dnd.e5/feats {:illithid-mind-prowess {:ability-increases #{}, :description "Prerequisites: You must be an illithid.\n\nYou have trained intensely, and have managed to recover a portion of your advanced mental abilities even in the absence of the networked communal intelligence. You gain the following benefits:\n\n-You may cast the mage hand cantrip, with an invisible hand. You may cast either detect thoughts or levitate as an innate spell once. These spells are psionic effects. The spellcasting ability for these spells is Intelligence, and the saving throw is equal to 8 + your Intelligence modifier + your proficiency bonus. Once you have cast one of these spells once, you cannot cast it again until you finish a long rest. \n\n-If you use your Devour Brain or Extract Brain ability to consume the brain of a sapient creature with combined Intelligence, Wisdom, and Charisma scores of 35 or higher, you may cast either detect thoughts or levitate again, as if you had taken a long rest.\n\n", :key :illithid-mind-prowess, :name "Illithid Mind Prowess", :option-pack "Hichico's Guide to the Unknown", :prereqs #{}}, :illithid-mindforce {:ability-increases #{}, :description "Prerequisites: You must be an illithid.\nYour mind blast carries the awful force of your alien intelligence, and you have learned to properly shape it.\n\n-Your mind blast becomes a 30 ft. cone, and you may re-roll any 1s or 2s you roll on the damage dice for this ability once. Any creature that fails its saving throw against your mind blast is also stunned for one round.\n\n-When you use your mind blast, you may select a number of creatures within the affected area equal to your intelligence modifier. These creatures have advantage on saving throws against your mind blast, take no damage if they successfully make their saving throw, and take half damage and are not stunned even if they fail.\n You may use your mind blast one additional time per short rest.\n", :key :illithid-mindforce, :name "Illithid Mindforce", :option-pack "Hichico's Guide to the Unknown", :prereqs #{}}}, :orcpub.dnd.e5/languages {:qualith {:description " Being an illithid, you are uniquely able to read and write the language of your people; Qualith.\n\nQualith takes the form of four parallel lines that had texture that conveyed meaning when read by an illithid scanning its four tentacles along the lines simultaneously. It can be written on parchment, in books, or carved into surfaces.\n\nQualith is extremely difficult to read for non-illithids and usually requires magic to decipher because each of the four lines of script modified the others and only when taken as a whole was the full meaning understandable. Some specially trained dwarves known as caradhakers (which loosely translates to \"mindstalker\") were said to be able to grasp the basic meaning (but not the nuances) by running four fingers over the striations. ", :key :qualith, :name "Qualith", :option-pack "Hichico's Guide to the Unknown"}}, :orcpub.dnd.e5/races {:fey-born {:key :fey-born, :speed 30, :name "Fey Born", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Hichico's Guide to the Unknown", :languages #{"Common" "Elvish" "Sylvan"}, :props {:skill-prof {:deception true, :nature true, :perception false, :sleight-of-hand true}, :weapon-prof {:longbow true, :shortbow true, :shortsword false, :simple true, :trident true}}, :traits [{:description "Being born of fey ancestry, you have the natural ability to communicate with plants and animals, though they are not obligated to do as you ask.", :name "Communion with Nature"} {:description "You have advantage on all nature checks to identify whether a plant or herb is poisonous. Additionally, you have natural resistances to poison in the form of advantage on constitution saving throws toward a poisonous plant or herb you have consumed.", :name "Lay of the Land"}]}, :illithid {:key :illithid, :speed 30, :name "Illithid", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/int 2}, :size :medium, :option-pack "Hichico's Guide to the Unknown", :languages #{"Common" "Deep Speech" "Undercommon"}, :traits [{:description " Being an illithid, you are uniquely able to read and write the language of your people; Qualith.\n\nQualith takes the form of four parallel lines that had texture that conveyed meaning when read by an illithid scanning its four tentacles along the lines simultaneously. It can be written on parchment, in books, or carved into surfaces.\n\nQualith is extremely difficult to read for non-illithids and usually requires magic to decipher because each of the four lines of script modified the others and only when taken as a whole was the full meaning understandable. Some specially trained dwarves known as caradhakers (which loosely translates to \"mindstalker\") were said to be able to grasp the basic meaning (but not the nuances) by running four fingers over the striations. ", :name "Qualith Reading and Writing"} {:description "You gain advantage on saving throws against magical spells or effects when proficient in that saving throw.", :name "Magic Resistance (Lesser)"} {:description "You emit a psionic blast in a 10 foot radius around yourself. Hostile creatures within that area must make an Intelligence saving throw equal to 8 + your Intelligence modifier + your proficiency bonus. Hostile creatures take 4d4 + your Intelligence modifier psychic damage and are stunned for 1 minute if they fail an Intelligence saving throw. On a successful save the creature is no longer stunned. \n\nWhen this spell is used at 2nd level or higher, add 1d4 psychic damage per additional level and increase the radius by 5 per level.", :name "Mind Blast"} {:description "As you consume the brain of another creature, you briefly interface with its mind. You may use your action to attempt to wrap your tentacles around the head of a living creature or a living creature that died in the last few minutes, then use your alien jaw to deal 1d10 piercing damage to open its skull and eat its brain matter. After devouring you may gain the following at the DM's discretion:\n\n-Specific or general memories of the target\n-Weapon proficiency's that the target was proficient in\n-Skill proficiency's that the target was proficient in\n-Tool proficiency's that the target was proficient in\n\nIf you choose to concentrate for up to an hour as you devour the brain, as though casting a concentration spell, you may specify what proficiency's or memories you wish to obtain should you know of them.", :name "Devour Brain"} {:description "Even those illithids who have undergone alignment shifts via magical means or mutations struggle to understand the thoughts of less-alien beings. You suffer disadvantage on all Wisdom (Insight) checks, even if you are proficient in them, and on any Charisma ability score checks in which you are not proficient.", :name "Abberant Mind"}]}, :satyr {:key :satyr, :speed 30, :name "Satyr", :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Hichico's Guide to the Unknown", :languages #{"Common" "Elvish" "Sylvan"}, :props {:skill-prof {:perception false, :performance true, :persuasion false, :stealth true}, :weapon-prof {:dagger true, :shortbow true, :simple true}}, :traits [{:description "You have advantage on saving throws against being charmed and cannot be put to sleep through magical means.", :name "Fey Ancestry"} {:description "You have advantage on perception checks to locate social gatherings, as well as advantage on saving throws against something you have consumed.", :name "Fey Foolery"} {:description "You can dance, sing, or play music endlessly without experiencing exhaustion and may use panpipes as an arcane focus to cast the vicious mockery cantrip or the spell suggestion once per long rest.", :name "Natural Bard"}]}, :skeleton {:key :skeleton, :speed 30, :name "Skeleton", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0}, :size :medium, :option-pack "Hichico's Guide to the Unknown", :languages #{"Common"}, :props {:armor-prof {:light true}, :damage-immunity {:poison true}, :damage-resistance {:piercing true, :slashing true}, :skill-prof {:deception true, :history true, :stealth true}, :weapon-prof {:simple true}}, :traits [{:description "Being a skeleton you do not need to eat, sleep, or breathe and instead enter a rest like state for between 4 and 6 hours each day. Additionally, you are immune to poison damage, resistant to piercing damage, but particularly vulnerable to bludgeoning damage", :name "Undead Nature"} {:description "By remaining motionless you are indistinguishable from a pile of bones and gain advantage on stealth checks.", :name "Play Dead"}]}}, :orcpub.dnd.e5/subclasses {:bladebound {:class :magus, :key :bladebound, :level-modifiers [], :level-selections [], :name "Bladebound", :option-pack "Hichico's Guide to the Unknown", :profs {:skill-options {:options {:acrobatics true, :athletics true, :intimidation true}}}, :traits [{:description "At 3rd level, you gain a powerful sentient weapon called a black blade, of a bladed weapon type of your choosing. Being sentient, the black blade has a personality determined by the DM as well as the same alignment as its wielder.\n\nAdditionally Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 your level (minimum 1) plus your Intelligence bonus. ", :level 3, :name "Black Blade"} {:description "A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship. The black blade is a sentient weapon that grows in power along with its partnered magus. \n\nThe intelligence score of the black blade starts at 10 and increases by 1 for every 2 levels in magus you take. \n\nAs you increase in level, so does the wisdom and charisma stat of the black blade, these abilities start at 6 and increase by 1 for every two levels of magus you take.\n\nEgo: The black blade has an ego score that increases as the blade and its wielder become more powerful\n\nLanguages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains proficiency in Arcana. Each time the sword gains a bonus to Intelligence, it gains another language.\n\nSenses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.\n\nBlack Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.\n", :level 3, :name "Black Blade Basics"} {:description "Starting at 6th level, the black blade begins to awaken a series of abilities it can use or share with its wielder. The black blade will refuse to use or share these abilities when wielded by anyone other than its chosen wielder. ", :level 6, :name "Black Blade Abilities"} {:description "While a magus is wielding his black blade, he gains the Alert feat", :level 6, :name "Alertness"} {:description "While a magus is wielding or carrying his black blade, you can communicate telepathically with the blade in a language that you and the black blade share. ", :level 6, :name "Telepathy"} {:description "As a bonus action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.", :level 6, :name "Black Blade Strike"} {:description "The black blade can act as your spirit weapon for the purposes of the 5th level \"Spiritual Weapon\" trait.", :level 5, :name "Black Blade Spiritual Weapon"} {:description "As an action, at 9th level or higher you can expend an arcane point from you or your black blade’s arcane pool, and can call your black blade from as far as 1 mile away, causing it to instantaneously teleport to your hand.", :level 9, :name "Teleport Blade"} {:description "At 5th level, as a bonus action, you can spend a point of your black blade’s arcane pool to have it deal 1d6 extra points of either cold, electricity, or fire damage in addition to it's regular damage. You can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead. This effect lasts until the start of the next round.", :level 6, :name "Energy Attunement"} {:description "At 13th level, once per day, you can attempt to siphon points from your black blade’s arcane pool into your own arcane pool. Doing so takes an action and you must succeed at a Wisdom saving throw with a DC equal to the black blade’s ego. If you succeed, you regain 1 point to your arcane pool for every 2 points you sap from your black blade. If you fail the saving throw, you gain one point of exhaustion.", :level 13, :name "Transfer Arcana"} {:description "At 17th level or higher you may expend a number of arcane points from your arcane pool (up to five, minimum 1) as a bonus action to gain AC equal to the number of points expended until the next round of combat.", :level 17, :name "Spell Defense"} {:description "At 19th level or higher whenever you use your black blade to kill a living creature you may choose from the following effects:\n\nA) The black blade regains 2 points to its arcane pool\nB) You and your black blade both regain 1 point to your arcane pool\nC) You gain temporary hit points equal to the black blades ego", :level 19, :name "Life Drinker"} {:description "Starting at 3rd level, your black blades ego is 5", :level 3, :name "Blade Ego"} {:description "Starting at 5th level, your black blades ego is 8", :level 5, :name "Blade Ego"} {:description "Starting at 7th level, your black blades ego is 10", :level 7, :name "Blade Ego"} {:description "Starting at 9th level, your black blades ego is 12", :level 9, :name "Blade Ego"} {:description "Starting at 11th level, your black blades ego is 14", :level 11, :name "Blade Ego"} {:description "Starting at 13th level, your black blades ego is 16", :level 13, :name "Blade Ego"} {:description "Starting at 15th level, your black blades ego is 18", :level 15, :name "Blade Ego"} {:description "Starting at 17th level, your black blades ego is 22", :level 17, :name "Blade Ego"} {:description "Starting at 19th level, your black blades ego is 24", :level 19}]}}, :orcpub.dnd.e5/subraces {:dragon-ancestry {:abilities {:orcpub.dnd.e5.character/cha -1, :orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis -1}, :key :dragon-ancestry, :name "Dragon Ancestry", :option-pack "Hichico's Guide to the Unknown", :race :fey-born, :spells [{:value {:key :dancing-lights}}], :traits [{:description "Somewhere in your ancestry lies the blood of a great dragon fey. You can use your action to exhale euphoria gas in a 15 ft. cone.\n\nWhen you use your breath weapon, each creature in the area of the exhalation must make a saving throw (DC= 8+ CHA modifier + proficiency bonus). A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.\n\n", :name "Born of Dragons"}]}, :magical-mistake {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/con -2, :orcpub.dnd.e5.character/int 1}, :key :magical-mistake, :name "Magical Mistake", :option-pack "Hichico's Guide to the Unknown", :props {:skill-prof {:arcana true}}, :race :skeleton, :spells [{:value {:ability :cha, :key :mage-hand}} {:value {:ability :cha, :key :prestidigitation}}], :traits [{:description "Perhaps through arcane trickery, or the mistake of a spellcaster who thinks themselves a god, you were raised from the dead with mind and spirit intact but little understanding of why. Whatever the reason may be, you have been imbued with the same magical forces that raised you gaining the Mage Hand and Prestidigitation cantrips, as well as profficiency in the Arcana skill.", :name "Magical Mistake"}]}, :nymph-ancestry {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/int -1}, :key :nymph-ancestry, :name "Nymph Ancestry", :option-pack "Hichico's Guide to the Unknown", :props {:saving-throw-advantage {:charmed true, :unconscious true}}, :race :fey-born, :spells [{:value {:key :friends}} {:value {:key :druidcraft}} {:value {:key :dancing-lights}}], :traits [{:description "Somewhere in your ancestry lies the blood of a nymph fey. You have the natural ability to cast the Friends, Druidcraft, and Dancing Lights cantrips. As well you have advantage on saving throws against being charmed and being put to sleep.", :name "Born of Nymph"}]}, :raised-servant {:abilities {:orcpub.dnd.e5.character/con -1, :orcpub.dnd.e5.character/str 2}, :key :raised-servant, :name "Raised Servant", :option-pack "Hichico's Guide to the Unknown", :props {:armor-prof {:medium true}, :max-hp-bonus 1, :skill-prof {:athletics true}}, :race :skeleton, :traits [{:description "You were raised from the dead to act as the personal servant to another and through an unfortunate mistake in the invocation you have retained both memory and will. Having been raised to be a servant you have exceptionally strengthened bones gaining +1 to your AC.", :name "Raised Servant"}]}, :satyr-ancestry {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int -1, :orcpub.dnd.e5.character/wis -1}, :key :satyr-ancestry, :name "Satyr Ancestry", :option-pack "Hichico's Guide to the Unknown", :props {:saving-throw-advantage {:charmed true, :poisoned true}, :skill-prof {:performance true}}, :race :fey-born, :spells [{:value {:key :vicious-mockery}}], :traits [{:description "Somewhere in your ancestry lies the blood of a satyr fey. You have a natural ability to perform for great lengths of time and are notoriously difficult to read, gaining advantage on deception checks. ", :name "Born of Satyr"}]}}}, "5eHB - Hexblade - (Kol_dar#2111)" {:orcpub.dnd.e5/classes {:hexblade {nil nil, :key :hexblade, :level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :armor-prof, :value :shields} {:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :martial} {:level 5, :type :num-attacks, :value 2}], :name "Hexblade", :subclass-level 3, :option-pack "Hexblade", :subclass-title "Hexblade Aechetype", :level-selections [{:level 2, :type :fighting-style}], :spellcasting {:ability :orcpub.dnd.e5.character/cha, :known-mode :schedule, :level-factor 2, :spell-list {1 #{:bane :detect-magic :dissonant-whispers :faerie-fire :find-familiar :hellish-rebuke :hex :identify}, 2 #{:blindness-deafness :heat-metal :ray-of-enfeeblement :silence}, 3 #{:bestow-curse :dispel-magic :magic-circle :nondetection :remove-curse}, 4 #{:dimension-door :freedom-of-movement :hallucinatory-terrain :locate-creature :otilukes-resilient-sphere}, 5 #{:bigbys-hand :legend-lore :planar-binding :telekinesis :wall-of-force}}, :spell-list-kw nil, :spells-known {2 2, 3 1, 5 1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/cha true, :orcpub.dnd.e5.character/wis true}, :skill-options {:choose 2, :options {:persuasion true, :investigation true, :perception true, :history true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true}}}, :hit-die 10, :traits [{:description "As an action, you can open your awareness to detect creatures that can use spells or magical abilities. Until the end of your next turn, you know the location of any such creature within 60 feet of you that is not behind total cover. You know the type (such as aberration, fiend, or undead) of any being whose presence you sense, but not its identity (the beholder Thaluul, for example). Within the same radius, you also detect any spells that have been made permanent by repeated applications, such as a magic circle spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.", :name "Magic Sense"} {:description "Your touch can grant your allies magical aid as well as disrupt magical effects, making you the bane of enemy spellcasters. You have a pool of d4s equal to your hexblade level that replenish when you take a long rest. As an action, you can touch a willing creature and imbue them with a number of your d4s equal to your Charisma modifier, up to the maximum amount remaining in your pool. Each time that creature makes an attack roll, ability check, or saving throw, they can expend one fortune die and add that result to their roll. Fortune dice last up to 1 minute; beyond this point, any unspent fortune dice are wasted.\nAlternatively, you can use your action to touch a hostile creature and force them to make a Wisdom saving throw against your hexblade spell save DC. On a failure, you can transfer a number of fortune dice equal to your Charisma modifier up to the maximum amount remaining in your pool. Each time that creature makes an attack roll, ability check, or saving throw within the next minute, you expend one of the assigned fortune dice and subtract that result from their roll.\nThis feature has no effect on mindless creatures, such as many undead and constructs.", :name "Hexblade's Fortune"} {:description "Beginning at 2nd level, when you hit a creature with a weapon attack, you can expend a hexblade spell slot to deal psychic damage to the target in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.", :level 2, :name "Hexblade's Strike"} {:description "Beginning at 3rd level, the arcane magic in you makes you immune to magical curses and diseases.", :level 3, :name "Hexblade's Vigor"} {:description "Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma m odifier (with a minim um bonus of +1). You must be conscious to grant this bonus.\nAt 18th level, the range of this aura increases to 30 feet", :level 6, :name "Aura of Protection"} {:description "Beginning at 10th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.", :level 10, :name "Aura of Mettle"} {:description "By 11th level, your weapon strikes carry disruptive arcane energy with them. Whenever you hit a creature with a weapon attack, the creature takes an extra 1d8 psychic damage. If you also use your Hexblade’s Strike with an attack, you add this damage to the extra damage of your Hexblade’s Strike.", :level 11, :name "Improved Hexblade's Strike"} {:description "Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.\nYou can use this feature a number of tim es equal to your Charisma m odifier (a minim um o f once). You regain expended uses when you finish a long rest.", :level 14, :name "Cleansing Touch"}]}}, :orcpub.dnd.e5/subclasses {:battle {:class :hexblade, :key :battle, :level-modifiers [{:level 3, :type :spell, :value {:key :inflict-wounds, :level 1}} {:level 3, :type :spell, :value {:key :wrathful-smite, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :branding-smite, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :shatter, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :blinding-smite, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :vampiric-touch, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :staggering-smite, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :stoneskin, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :banishing-smite, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :destructive-smite, :level 5}}], :name "Battle", :option-pack "Hexblade", :traits [{:description "When you take this oath at 3rd level, you gain the following two Hexblade’s Curse options:\nCrippling Touch: As an action, you can present your arcane focus and magically weaken an enemy. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls and ability checks for 1 minute or until it takes damage. This does not affect creatures that have immunity to psychic damage. You also gain advantage on Intimidation checks against the creature for the next minute whether it succeeded or failed its saving throw.\nDevastating Strike: When you roll psychic damage, you can use a bonus action to deal maximum damage instead of rolling.", :level 3, :name "Hexblade's Curse"} {:description "Beginning at 7th level, your power lets you and nearby allies to shake off effects that would otherwise stop you in your tracks. You and friendly creatures within 10 feet can’t be stunned while you are conscious. At 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Fortitude"} {:description "Beginning at 15th level, your weapon attacks deal an additional 1d4 force damage. Any weapons wielded by you count as magical for the purposes of overcoming damage resistances or immunities.", :level 15, :name "Destructive Blade"} {:description "At 20th level, you can become the embodiment of indiscriminate destruction. Your equipment shines with arcane power as you unleash your full martial potential. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:\nYou gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\nYour hexblade weapon attacks, spells, and abilities ignore damage resistance (but not immunity).\nWhenever you take damage, you can use your reaction to make a melee attack against a target within 5 feet of you.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 20, :name "Paragon of War"}]}, :misfortune {:class :hexblade, :key :misfortune, :level-modifiers [{:level 3, :type :spell, :value {:key :bane, :level 1}} {:level 3, :type :spell, :value {:key :tashas-hideous-laughter, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :crown-of-madness, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :enthrall, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :counterspell, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :hypnotic-pattern, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :confusion, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :phantasmal-killer, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :mislead, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :modify-memory, :level 5}}], :name "Misfortune", :option-pack "Hexblade", :traits [{:description "When you take this oath at 3rd level, you gain the following Hexblade’s Curse options:\nMarking Curse: As bonus action, you can present your arcane focus and curse a creature within 10 feet of you that you can see. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.\nAura of Unluck: As an action, you present your arcane focus and utter a curse, stripping away nearby creatures’ luck and making them more vulnerable to you. For 1 minute, enemy creatures within 30 feet of you have disadvantage on saving throws against your hexblade spells and abilities.", :level 3, :name "Hexblade's Curse"} {:description "Beginning at 7th level, ancient m agic lies so heavily upon you that it form s an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.\nAt 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Warding"} {:description "Beginning at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.", :level 15, :name "Lucky Break"} {:description "At 20th level, you can warp fortune around you, giving yourself extreme luck and stealing it from your foes. As an action, you create a vortex of swirling arcane energy around you. For 1 minute, you gain the following benefits:\nYour Hexblade’s Fortune dice pool is considered full for the duration of this ability. At the end of 1 minute, it goes back to what it was before you activated this feature.\nAt the beginning of each of your turns, you may roll 1d4 and add that result to your Armor Class until the beginning of your next turn.\nEnemy creatures within 30 feet of you have disadvantage on saving throws against your hexblade spells and Hexblade’s Curse options.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 20, :name "Champion of Misfortune"}]}, :shadow {:class :hexblade, :key :shadow, :level-modifiers [{:level 3, :type :spell, :value {:key :armor-of-agathys, :level 1}} {:level 3, :type :spell, :value {:key :arms-of-hadar, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :darkness, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :phantasmal-force, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :fear, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :hunger-of-hadar, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :blight, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :evards-black-tentacles, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :dream, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :seeming, :level 5}}], :name "Shadow", :option-pack "Hexblade", :traits [{:description "When you take this oath at 3rd level, you gain the following Hexblade’s Curse options:\nDark Companion: When you cast the spell find familiar, you can expend your Hexblade’s Curse to gain the services of a dark companion. In addition to its normal statistics, the dark companion has a terrifying, shadowy substance and imposes a penalty of -2 on saving throws and AC to adjacent enemy creatures as long as it lasts.\nInvoke Terror: As an action, you can display your arcane focus and force all creatures within a 10-foot cube originating from you to make a Wisdom saving throw. Creatures that fail their saving throw are frightened by you until the end of your next turn.", :level 3, :name "Hexblade's Curse"} {:description "Beginning at 7th level, your power magically frees you and your allies from bonds. You and friendly creatures within 10 feet can’t be restrained while you are conscious. At 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Avoidance"} {:description "Beginning at 15th level, you can cast the spell darkness at will.", :level 15, :name "Spreader of Shadows"} {:description "At 20th level, you unleash the powers of darkness, transforming into a creature full of shadowstuff and emanating a dark aura. Using your action, you undergo this arcane transformation and gain the following benefits for 1 minute:\nYou emanate an aura of terror and darkness in a 30-foot radius. This aura causes bright light sources within 60 feet of you to emit only dim light and completely dampens light within 30 feet of you. You have the ability to see within this magical darkness.\nThe first time any enemy creature enters the area of complete darkness or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or becomefrightened of you for 1 minute or until it takes damage. Attack rolls against the frightened creature have advantage.\nEnemy creatures that begin their turn within 30 feet of you take 10 cold damage.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 20, :name "One with the Shadows"}]}}}, "Plane Shift: Ixalan" {:orcpub.dnd.e5/races {:vampire-ixalan- {:key :vampire-ixalan-, :speed 30, :name "Vampire (Ixalan)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Plane Shift: Ixalan", :languages #{"Common" "Vampire"}, :props {:damage-resistance {:necrotic true}}, :traits [{:description "You can drain blood/life energy from a willing creature, or one that is grappled by\nyou, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null. ", :name "Bloodthirst"} {:description "When you drain blood with your Blood-thirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks, saving throws for 1 minute and fast healing 2 for 24-hours, if you are not in-combat gain full health back in long and short rest.", :name "Feast of Blood"} {:name "Vampire King", :description "When reaching level 10, gain fast healing 1 for every 100 hit-points in life energy permanently. You also quench your thirst and don't need to drink blood but need to start food instead. you no longer gain disadvantage on attack rolls in the sun and roll disadvantage on radiant damage."} {:name "Light-sensitivity", :description "Gain-disadvantage on all rolls under sunlight and receive double damage when hit by radiant damage."}]}}}, "UA - Elf Subraces - (Trism#0540)" {:orcpub.dnd.e5/languages {:primordial-aquan- {:description "A dialect of Primordial spoken by creatures native to the Elemental Plane of Water; Aquan is a flowing language full of subtleties of meaning. It uses the Elven alphabet.", :key :primordial-aquan-, :name "Primordial (Aquan)", :option-pack "UA Elf Subraces"}, :primordial-auran- {:description "A dialect of Primordial spoken by creatures native to the Elemental Plane of Air; Auran is a breathy, relaxed language that sounds like a slow exhaling of air. It uses the Draconic alphabet.", :key :primordial-auran-, :name "Primordial (Auran)", :option-pack "UA Elf Subraces"}, :primordial-ignan- {:description "A dialect of Primordial used by creatures native to the Elemental Plane of Fire; Ignan is a language full of sharp clicks and hisses. It uses the Draconic alphabet.", :key :primordial-ignan-, :name "Primordial (Ignan)", :option-pack "UA Elf Subraces"}, :primordial-terran- {:description "A dialect of Primordial used by creatures native to the Elemental Plane of Earth; Terran is a rumbling language with deep tones that reverberate through the listener. It uses the Dwarvish alphabet.", :key :primordial-terran-, :name "Primordial (Terran)", :option-pack "UA Elf Subraces"}}, :orcpub.dnd.e5/subraces {:avariel {:key :avariel, :name "Avariel", :option-pack "UA Elf Subraces", :props {:language {:auran false, :primordial-auran- true}}, :race :elf, :traits [{:description "You have a flying speed of 30 ft. To use this speed, you can't be wearing medium or heavy armor.", :name "Flight"}]}, :grugach {:abilities {:orcpub.dnd.e5.character/str 1}, :key :grugach, :name "Grugach", :option-pack "UA Elf Subraces", :props {:language {:sylvan true}, :weapon-prof {:longbow true, :net true, :shortbow true, :spear true}}, :race :elf, :spells [{:value {:ability :wis}}], :traits [{:description "You know one cantrip of your choice from the druid spell list. Wisdom is you spellcasting ability for it.", :name "Cantrip"} {:description "Unlike other elves, you don’t speak, read, or write Common. You instead\tspeak, read, and write Sylvan.\n", :name "Languages"}]}, :sea-elf {:abilities {:orcpub.dnd.e5.character/con 1}, :key :sea-elf, :name "Sea Elf", :option-pack "UA Elf Subraces", :props {:language {:primordial-aquan- true}, :weapon-prof {:crossbow-light true, :net true, :spear true, :trident true}}, :race :elf, :traits [{:description "You have a swimming speed of 30 feet, and you can breath air and water.", :name "Child of the Sea"} {:description "Using gestures and sounds, you can communicate simple ideas with Small or smaller beasts that have an inborn swimming speed.", :name "Friend of the Sea"}]}, :shadar-kai {:abilities {:orcpub.dnd.e5.character/cha 1}, :key :shadar-kai, :name "Shadar-Kai", :option-pack "UA Elf Subraces", :race :elf, :spells [{:value {:ability :cha}}], :traits [{:description "You know one of following cantrips: chill touch, spare the dying, or thaumaturgy. Charisma is your spellcasting ability for it.", :name "Cantrip"} {:description "As a bonus action, you can magically teleport up to 15 feet to an unoccupied space you can see, and you gain resistance to all damage until the start of your next turn. During that time, you appear ghostly and translucent. You can use this ability once per short or long rest.", :name "Blessing of the Raven Queen"}]}}}, "SCAG Subclasses (LunaMoonbringer#2094)" {:orcpub.dnd.e5/subclasses {:arcana-domain {:class :cleric, :cleric-spells {1 {0 :detect-magic, 1 :magic-missile}, 2 {0 :magic-weapon, 1 :nystuls-magic-aura}, 3 {0 :dispel-magic, 1 :magic-circle}, 4 {0 :arcane-eye, 1 :leomunds-secret-chest}, 5 {0 :planar-binding, 1 :teleportation-circle}}, :key :arcana-domain, :level-modifiers [{:type :skill-prof, :value :arcana}], :name "Arcana Domain", :option-pack "SCAG SC", :traits [{:description "When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.", :name "Arcane Initiate"} {:description "Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.", :level 2, :name "Channel Divinity: Arcane Abjuration"} {:description "Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.", :level 6, :name "Spell Breaker"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.", :level 17, :name "Arcane Mastery"}]}, :purple-dragon-knight {:class :fighter, :key :purple-dragon-knight, :level-modifiers [{:level 7, :type :skill-prof, :value :persuasion}], :name "Purple Dragon Knight", :option-pack "SCAG SC", :traits [{:description "When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.", :level 3, :name "Rallying Cry"} {:description "A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.", :level 7, :name "Royal Envoy"} {:description "Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet ofyou that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 17th level, you can choose two allies within 60 feet of you, rather than one.", :level 10, :name "Inspiring Surge"} {:description "Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.", :level 15, :name "Bulwark"}]}, :storm-sorcery {:class :sorcerer, :key :storm-sorcery, :level-modifiers [], :name "Storm Sorcery", :option-pack "SCAG SC", :traits [{:description "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.)", :name "Wind Speaker"} {:description "Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.", :name "Tempestuous Magic"} {:description "At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.", :level 6, :name "Heart of the Storm"} {:description "At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.", :level 6, :name "Storm Guide"} {:description "Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.", :level 14, :name "Storm's Fury"} {:description "At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 +your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.", :level 18, :name "Wind Soul"}]}, :way-of-the-sun-soul {:class :monk, :key :way-of-the-sun-soul, :level-modifiers [], :name "Way of the Sun Soul", :option-pack "SCAG SC", :traits [{:description "Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.", :level 3, :name "Radiant Sun Bolt"} {:description "At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st-level spell burning hands as a bonus action. You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).", :level 6, :name "Searing Arc Strike"} {:description "At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque. You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.", :level 11, :name "Searing Sunburst"} {:description "At 17th level, you become wreathed in a luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.", :level 17, :name "Sun Shield"}]}, :mastermind {:class :rogue, :key :mastermind, :level-modifiers [], :name "Mastermind", :option-pack "SCAG SC", :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.", :level 3, :name "Master of Intrigue"} {:description "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.", :level 3, :name "Master of Tactics"} {:description "Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\nIntelligence score, Wisdom score, Charisma score, or Class levels (if any).\nAt the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.", :level 9, :name "Insightful Manipulator"} {:description "Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.", :level 13, :name "Misdirection"} {:description "Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.", :level 17, :name "Soul of Deceit"}]}, :bladesinging {:class :wizard, :key :bladesinging, :level-modifiers [{:level 2, :type :skill-prof, :value :performance} {:level 2, :type :armor-prof, :value :light}], :name "Bladesinging", :option-pack "SCAG SC", :traits [{:description "When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.", :level 2, :name "Training in War and Song"} {:description "Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits:\nYou gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), Your walking speed increases by 10 feet, You have advantage on Dexterity (Acrobatics) checks, You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l).\nYou can use this feature twice. You regain all expended uses of it when you finish a short or long rest.", :level 2, :name "Bladesong"} {:description "Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", :level 6, :name "Extra Attack"} {:description "Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.", :level 10, :name "Song of Defense"} {:description "Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.", :level 14, :name "Song of Victory"}]}, :way-of-the-long-death {:class :monk, :key :way-of-the-long-death, :level-modifiers [], :name "Way of the Long Death", :option-pack "SCAG SC", :traits [{:description "Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).", :level 3, :name "Touch of Death"} {:description "At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.", :level 6, :name "Hour of Reaping"} {:description "Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.", :level 11, :name "Mastery of Death"} {:description "Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.", :level 17, :name "Touch of the Long Death"}]}, :the-undying {:class :warlock, :key :the-undying, :level-modifiers [{:type :spell, :value {:ability :cha, :key :spare-the-dying}}], :name "The Undying", :option-pack "SCAG SC", :traits [{:description "Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.", :name "Among the Dead"} {:description "Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to ld8 +your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying. Once you use this feature, you can't use it again until you finish a long rest.", :level 6, :name "Defy Death"} {:description "Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.", :level 10, :name "Undying Nature"} {:description "When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to ld8 +your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. Once you use this feature, you can't use it again until you finish a short or long rest.", :level 14, :name "Indestructible Life"}], :warlock-spells {1 {0 :false-life, 1 :ray-of-sickness}, 2 {0 :blindness-deafness, 1 :silence}, 3 {0 :feign-death, 1 :speak-with-dead}, 4 {0 :aura-of-life, 1 :death-ward}, 5 {0 :contagion, 1 :legend-lore}}}, :path-of-the-battlerager {:class :barbarian, :key :path-of-the-battlerager, :level-modifiers [], :name "Path of the Battlerager", :option-pack "SCAG SC", :traits [{:description "When you choose this path at 3rd level, you gain the ability to use spiked armor (see the \"Spiked Armor\" sidebar) as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal ld4 piercing damage. You use your Strength modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.", :level 3, :name "Battlerager Armor"} {:description "Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifi er (minimum of 1). They vanish if any of them are left when your rage ends .", :level 6, :name "Reckless Abandon"} {:description "Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.", :level 10, :name "Battlerager Charge"} {:description "Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.", :level 14, :name "Spiked Retribution"}]}, :swashbuckler {:class :rogue, :key :swashbuckler, :level-modifiers [], :name "Swashbuckler", :option-pack "SCAG SC", :traits [{:description "When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.", :level 3, :name "Fancy Footwork"} {:description "Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.", :level 3, :name "Rakish Audacity"} {:description "At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.", :level 9, :name "Panache"} {:description "Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.", :level 13, :name "Elegant Maneuver"} {:description "Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.", :level 17, :name "Master Duelist"}]}, :oath-of-the-crown {:class :paladin, :key :oath-of-the-crown, :level-modifiers [{:level 3, :type :spell, :value {:key :command, :level 1}} {:level 3, :type :spell, :value {:ability :cha, :key :compelled-duel, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :warding-bond, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :zone-of-truth, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :aura-of-vitality, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :spirit-guardians, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :banishment, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :guardian-of-faith, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :geas, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :circle-of-power, :level 5}}], :name "Oath of the Crown", :option-pack "SCAG SC", :traits [{:description "When you take this oath at 3rd level, you gain the following Channel Divinity options:\nChampion Challenge: You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.\nTurn the Tide: As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to ld6 +your Charisma modifier (minimum of 1) if it has no more than half of its hit points.", :level 3, :name "Channel Divinity"} {:description "Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.", :level 7, :name "Divine Allegiance"} {:description "Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.", :level 15, :name "Unyielding Spirit"} {:description "At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Your allies have advantage on death saving throws while within 30 feet of you. You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.\nThis effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.", :level 20, :name "Exalted Champion"}]}}}, "Dungeon Masters Guide (arandomstringofnum#2919)" {:orcpub.dnd.e5/subclasses {:death-domain {:class :cleric, :cleric-spells {1 {0 :false-life, 1 :ray-of-sickness}, 2 {0 :blindness-deafness, 1 :ray-of-enfeeblement}, 3 {0 :animate-dead, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell, 1 :cloudkill}}, :key :death-domain, :level-modifiers [{:type :weapon-prof, :value :martial}], :name "Death Domain", :option-pack "Dungeon Master's Guide", :traits [{:description "At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.", :name "Reaper"} {:description "Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.\nWhen the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.", :level 2, :name "Channel Divinity: Touch of Death"} {:description "Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.", :level 6, :name "Inescapable Destruction"} {:description "At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.\n\n", :level 17, :name "Improved Reaper"}]}, :oathbreaker {:class :paladin, :key :oathbreaker, :level-modifiers [{:level 15, :type :damage-resistance, :value :bludgeoning} {:level 15, :type :damage-resistance, :value :piercing} {:level 15, :type :damage-resistance, :value :slashing}], :name "Oathbreaker", :option-pack "Dungeon Master's Guide", :paladin-spells {1 {0 :hellish-rebuke, 1 :inflict-wounds}, 2 {0 :crown-of-madness, 1 :darkness}, 3 {0 :animate-dead, 1 :bestow-curse}, 4 {0 :blight, 1 :confusion}, 5 {0 :contagion, 1 :dominate-person}}, :traits [{:description "As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.", :level 3, :name "Channel Divinity: Control Undead"} {:description "As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.", :level 3, :name "Channel Divinity: Dreadful Aspect"} {:description "Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.\nAt 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Hate"} {:description "At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.\nWhile the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.\nAfter activating the aura, the paladin can't do so again until he or she finishes a long rest.", :level 20, :name "Dread Lord"}]}}, :orcpub.dnd.e5/subraces {:eladrin {:abilities {:orcpub.dnd.e5.character/int 1}, :key :eladrin, :name "Eladrin", :option-pack "Dungeon Master's Guide", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :elf, :spells [{:value {:ability :int, :key :misty-step, :level 2}}], :traits [{:description "Once per short or long rest you can cast Misty Step.", :name "Fey Step"}]}}}, "UA - The Ranger Revised - (mattswymer#7833)" {:orcpub.dnd.e5/classes {:ranger-revised- {nil nil, :key :ranger-revised-, :level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :armor-prof, :value :shields} {:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :martial}], :name "Ranger (Revised)", :subclass-level 3, :option-pack "Unearthed Arcana: The Ranger, Revised", :subclass-title "Ranger Conclave", :level-selections [{:level 2, :type :fighting-style} {:type :favored-enemy} {:level 6, :type :greater-favored-enemy}], :spellcasting {:ability :orcpub.dnd.e5.character/wis, :known-mode :schedule, :level-factor 2, :spell-list-kw :ranger, :spells-known {2 2, 3 1, 5 1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/dex true, :orcpub.dnd.e5.character/str true}, :skill-options {:choose 3, :options {:animal-handling true, :athletics true, :insight true, :investigation true, :nature true, :perception true, :stealth true, :survival true}}}, :hit-die 10, :traits [{:description "Ignore difficult terrain. Advantage on initiative rolls. Advantage on attack rolls against creatures that have not yet acted. Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Always alert to danger while traveling. Move stealthily at a normal pace when traveling alone. Find twice as much food when foraging. Learn the number, size, and how long ago tracked creatures passed through the area.", :name "Natural Explorer"} {:description "As an action, communicate simple ideas to a beast, read its basic mood and intent, learn its emotional state, whether it is affected by magic, its short-term needs, and actions you can take to persuade it to not attack. Can't use this ability against a creature that you have attacked within past 10 minutes. Spend 1 minute to sense the presence, numbers, and general direction and distance of any favored enemy. If there are multiple groups, learn this for each group.", :level 3, :name "Primeval Awareness"} {:description "Dash as a bonus action.", :level 8, :name "Fleet of Foot"} {:description "When hiding, if you avoid moving, creatures that attempt to detect you take a −10 penalty to Wisdom (Perception) checks until the start of your next turn. You are still automatically detected if anything causes you to no longer be hidden. This continues as long as you aren’t moving.", :level 10, :name "Hide in Plain Sight"} {:description "Hide as a bonus action. Can't be tracked unless you want to be.", :level 14, :name "Vanish"} {:description "Attack invisible creatures without disadvantage. Sense any invisible creature within 30 feet if the creature isn't hiding and you aren't blinded or deafened.", :level 18, :name "Feral Senses"} {:description "Add Wisdom modifier to attack or damage roll (1/turn).", :level 20, :name "Foe Slayer"}]}}, :orcpub.dnd.e5/selections {:defense-tactics {:key :defense-tactics, :name "Defense Tactics", :option-pack "Unearthed Arcana: The Ranger, Revised", :options [{:description "Opportunity attacks against you are made with disadvantage.", :name "Escape the Horde"} {:description "When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.", :name "Multiattack Defense"} {:description "You have advantage on saving throws against being frightened.", :name "Steel Will"}]}, :favored-enemy {:key :favored-enemy, :name "Favored Enemy", :option-pack "Unearthed Arcana: The Ranger, Revised", :options [{:description "You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", :name "Beasts"} {:description "You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", :name "Fey"} {:description "You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", :name "Humanoids"} {:description "You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", :name "Monstrosities"} {:description "You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.", :name "Undead"}]}, :fighting-style {:key :fighting-style, :name "Fighting Style", :option-pack "Unearthed Arcana: The Ranger, Revised", :options [{:description "You gain a +2 bonus to attack rolls you make with ranged weapons.", :name "Archery"} {:description "While you are wearing armor, you gain a +1 bonus to AC.", :name "Defense"} {:description "When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.", :name "Dueling"} {:description "Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", :name "Two-Weapon Fighting"}]}, :greater-favored-enemy {:key :greater-favored-enemy, :name "Greater Favored Enemy", :option-pack "Unearthed Arcana: The Ranger, Revised", :options [{:description "You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", :name "Aaberrations"} {:description "You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", :name "Celestials"} {:description "You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", :name "Constructs"} {:description "You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", :name "Dragons"} {:description "You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", :name "Elementals"} {:description "You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", :name "Fiends"} {:description "You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.", :name "Giants"}]}, :hunters-prey {:key :hunters-prey, :name "Hunter's Prey", :option-pack "Unearthed Arcana: The Ranger, Revised", :options [{:description "Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. ", :name "Colossus Slayer"} {:description "When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. ", :name "Giant Killer"} {:description "Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.", :name "Horde Breaker"}]}, :multiattack {:key :multiattack, :name "Multiattack", :option-pack "Unearthed Arcana: The Ranger, Revised", :options [{:description "You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.", :name "Volley"} {:description "You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.", :name "Whirlwind Attack"}]}, :superior-hunter-s-defense {:key :superior-hunter-s-defense, :name "Superior Hunter’s Defense", :option-pack "Unearthed Arcana: The Ranger, Revised", :options [{:description "When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.", :name "Evasion"} {:description "When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.", :name "Stand Against the Tide"} {:description "When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.", :name "Uncanny Dodge"}]}}, :orcpub.dnd.e5/subclasses {:beast-conclave {:class :ranger-revised-, :key :beast-conclave, :level-modifiers [], :name "Beast Conclave", :option-pack "Unearthed Arcana: The Ranger, Revised", :traits [{:description "Spend 8 hours and 50 gp to gain one companion: ape, black bear, boar, giant badger, giant weasel, mule, panther, or wolf. If it dies, spend 8 hours and 25 gp to bring it back to life.", :level 3, :name "Animal Companion"} {:description "Companion can't multiattack. It rolls initiative, but is controlled by you. It uses your proficiency bonus and adds this to its AC and damage rolls. The companion gains proficiency in two skills and becomes proficient with all saving throws. The companion gains hit die with each of your levels above 3rd. Ability score also goes up at the same levels.", :level 3, :name "Companion's Bond"} {:description "When using the attack action, use your companion's reaction to make another attack.", :level 5, :name "Coordinated Attack"} {:description "Companion gets advantage on all saves when it can see you.", :level 7, :name "Beast's Defense"} {:description "Companion can use its action to attack any creature within 5 feet.", :level 11, :name "Storm of Claws and Fangs"} {:description "Companion can halve the damage from an attack it can see.", :level 15, :name "Superior Beast’s Defense"}]}, :deep-stalker {:class :ranger-revised-, :key :deep-stalker, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :disguise-self, :level 1}} {:level 5, :type :spell, :value {:ability :wis, :key :rope-trick, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :glyph-of-warding, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :greater-invisibility, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :seeming, :level 5}} {:level 5, :type :num-attacks, :value 2}], :name "Deep Stalker", :option-pack "Unearthed Arcana: The Ranger, Revised", :traits [{:description "On your first turn, gain a +10 bonus to your speed and an addition attack. Creatures gain no benefit when attempting to detect you in dark and dim conditions, regardless of whether or not it has darkvision.", :level 3, :name "Underdark Scout"} {:description "You gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.", :level 3, :name "Deep Stalker Magic"} {:description "Proficiency in Wisdom saves.", :level 7, :name "Iron Mind"} {:description "When you miss with an attack, you can make another (1/turn).", :level 11, :name "Stalker's Flurry"} {:description "When a creature doesn't have advantage, use your reaction to force it to have disadvantage.", :level 15, :name "Stalker's Dodge"}]}, :hunter-conclave {:class :ranger-revised-, :key :hunter-conclave, :level-modifiers [{:level 5, :type :num-attacks, :value 2}], :level-selections [{:level 3, :type :hunters-prey} {:level 7, :type :defense-tactics} {:level 11, :type :multiattack} {:level 15, :type :superior-hunter-s-defense}], :name "Hunter Conclave", :option-pack "Unearthed Arcana: The Ranger, Revised", :traits [{:description "Colossus Slayer. Deal an extra 1d8 to a creature that has taken damage (1/turn). \nGiant Killer. Hit a large or larger creature you can see within 5 feet of you with a reaction when it misses you. \nHorde Breaker. Attack another creature that is within 5 feet of the first (1/turn).", :level 3, :name "Hunter's Prey"} {:description "Escape the Horde. Opportunity attacks against you are made with disadvantage.\nMultiattack Defense. +4 to AC against all attacks from one creature on its turn after it hits once.\nSteel Will. Advantage on saving throws against being frightened.", :level 7, :name "Defensive Tactics"} {:description "Volley. Attack any number of creatures within 10 feet of a point you can see within your weapon’s range. \nWhirlwind Attack. Attack any number of creatures within 5 feet of you.", :level 11, :name "Multiattack"} {:description "Evasion. Half damage on failed Dexterity saves and no damage on success. \nStand Against the Tide. When a creature misses you with an attack, use your reaction to force it to attack someone else. \nUncanny Dodge. Halve the damage from an attack.", :level 15, :name "Superior Hunter's Defense"}]}}}, "5eHB - Pugilist Class - (seanimus.prime9621)" {:orcpub.dnd.e5/classes {:pugilist {:key :pugilist, :level-modifiers [{:level 5, :type :num-attacks, :value 2} {:type :weapon-prof, :value :simple} {:level 10, :type :damage-resistance, :value :psychic}], :name "Pugilist", :subclass-level 3, :option-pack "Pugilist Class (seanimus.prime#9621)", :subclass-title "Fight Club", :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/str true}, :skill-options {:choose 2, :options {:acrobatics true, :athletics true, :deception true, :intimidation true, :perception true, :sleight-of-hand true, :stealth true}}}, :hit-die 8, :traits [{:description "Your years of fighting in back alleys and taverns have given you mastery over combat styles that use unarmed strikes and pugilist weapons, which are simple melee weapons without the two-handed property, whips, and improvised weapons. You may not use the finesse property of a weapon while using it as a pugilist weapon.\n\nYou gain the following benefits while you are unarmed or using only pugilist weapons and you are wearing light or no armor and not using a shield:\n\n• You can roll a d6 in place of the normal damage of your unarmed strike or pugilist weapon. This die changes as you gain pugilist levels, as shown in the Fisticuffs column on the Pugilist table.\n\n• When you use the Attack action with an unarmed strike or a pugilist weapon on your turn, you can make one unarmed strike or grapple as a bonus action.", :name "Fisticuffs"} {:description "You can add your constitution modifier instead of your dexterity modifier to determine your armor class when you are wearing light or no armor and are not using a shield.", :name "Iron Chin"} {:description "Your experience laying the beatdown on others has given you a moxie you can channel in the midst of battle. This swagger is represented by a number of moxie points. Your pugilist level determines the maximum number of points you have, as shown in the Moxie Points column of the Pugilist table. You have 2 moxie points at level 2, 3 at level 4, 4 at level 6, 5 at level 8, 6 at level 10, 7 at level 12, 8 at level 14, 9 at level 16, 10 at level 18 and 12 at level 20.\n\nYou can spend these points to fuel various moxie features. You start knowing three such features: brace up, the old one-two, and stick and move. You learn more moxie features as you gain levels in this class. You regain all expended moxie points when you complete a short or long rest.", :level 2, :name "Moxie"} {:description "Carousing, shadowboxing, and sparring all count as light activity for the purposes of resting for you. Additionally, once you have caroused in a settlement for 8 hours or more, you know all public locations in the city as if you were born and raised there and you cannot be lost by non-magical means while within the city.", :level 2, :name "Street Smart"} {:description "When you are reduced to less than half of your maximum hit points you gain your pugilist level + your Constitution modifier in temporary hit points and regain all expended moxie points. You cannot use this feature again until you complete a short or long rest.", :level 3, :name "Bloodied but Unbowed"} {:description "As a bonus action you gain resistance to bludgeoning, piercing, and slashing damage for one minute. At the end of that minute you gain a level of exhaustion.", :level 4, :name "Dig Deep"} {:description "Before you make an attack roll with an unarmed strike or pugilist melee weapon attack that does not already have disadvantage you can declare you are swinging wild haymakers. You make all attack rolls until the end of this turn with disadvantage and when you deal weapon damage you do not roll for damage but use the maximum die result instead.", :level 5, :name "Haymaker"} {:description "Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.", :level 6, :name "Moxie-Fueled Fists"} {:description "You gain proficiency in Dexterity saving throws.", :level 7, :name "Fancy Footwork"} {:description "You can use your action to end one effect on yourself that is causing you to be charmed or frightened.", :level 7, :name "Shake It Off"} {:description "You have advantage on saving throws against effects that would make you stunned or unconscious.", :level 10, :name "School of Hard Knocks"} {:description "Once you have taken a long rest by carousing in a settlement you gain advantage on all Charisma (Persuasion) and Charisma (Intimidation) rolls made against the people who live there.", :level 13, :name "Rabble Rouser"} {:description "You gain advantage on Strength, Dexterity, and Constitution saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 moxie point to reroll it and take the second result.", :level 14, :name "Unbreakable"} {:description "Your carrying capacity is doubled, your jump height and distance are doubled, and when you deal damage to an inanimate object that damage is doubled.", :level 15, :name "Herculean"} {:description "When you have 4 levels of exhaustion or fewer and are reduced to 0 hit points you regain half of your maximum hit points, half of your maximum moxie points, and gain a level of exhaustion. You cannot use this feature again until you complete a long rest.", :level 18, :name "Fighting Spirit"} {:description "Your Strength and Constitution ability scores increase by 2 to a maximum of 22. Additionally, when you take a long rest you recover 2 levels of exhaustion instead of 1 and you regain all your expended hit dice instead of half your expended hit dice.", :level 20, :name "Peak Physical Condition"} {:description "You can use a bonus action and spend 1 moxie point to brace for attacks. Roll your fisticuffs's die + your Pugilist level + your Constitution modifier and gain that many temporary hit points.", :level 2, :name "Brace Up"} {:description "Immediately after you take the Attack action on your turn, you can spend 1 moxie point to make two unarmed strikes as a bonus action.", :level 2, :name "The Old One-Two"} {:description "You can use a bonus action and expend 1 moxie point to make a shove attack or the Dash action.", :level 2, :name "Stick and Move"} {:description "When you use your Bloodied but Unbowed feature you can choose to also use this feature. If you do, you add your proficiency bonus to your damage with unarmed attacks and pugilist weapons for the next minute. You can use this feature again after you complete a long rest.", :level 9, :name "Down but Not Out"}]}}, :orcpub.dnd.e5/subclasses {:arena-royale {:class :pugilist, :key :arena-royale, :level-modifiers [], :name "Arena Royale", :option-pack "Pugilist Class", :traits [{:description "Starting when you choose this Fight Club at 3rd level, you create an alternate persona that you can adopt or discard as an action. When you create an alternate persona you should give the persona a striking name as well as some physical signifier (such as a mask or colorful cape) or another prominent idiosyncratic feature.\n\nWhen you adopt your alternate persona you may make a Charisma (Disguise Kit) ability check with advantage. Creatures whose passive Insight is lower than the result of that roll will not recognize you as the same individual if you encounter them later, or have encountered them earlier, while not in the persona. Additionally, while you have adopted your alternate persona and you are not\nwearing any armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.", :level 3, :name "Persona Libre"} {:description "At 6th level, while you have adopted your alternate persona you can use your action to inspire fear and adoration in those nearby. When you do, make a Charisma (Performance) ability check and decide whether you are trying to inspire adoration or fear. All creatures within 30 feet who can see you must succeed on a Wisdom saving throw with a difficulty of that ability check result or be charmed if you chose adoration or frightened if you chose fear for the next minute. You can use this feature again after you complete a long rest.", :level 6, :name "Work the Crowd"} {:description "Starting at 11th level, while you have adopted your alternate persona your base movement increases by 10 feet, your jump distance is tripled, and you can use your bonus action to take the Dash action.", :level 11, :name "High Flyer"} {:description "Starting at 17th level, you create a signature move that you can use while you have adopted your alternate persona. Give your signature move a name and a description. You can replace one of your unarmed attacks or attacks with a pugilist weapon on your turn with this signature move.\n\nWhen you use your signature move, you jump 15 feet, make an attack roll against a creature in range of your attack and if you hit the attack is a critical and the creature is stunned until the end of its next turn.\n\nUnless you reduce a creature to 0 hit points with your Signature Move, you must finish a long rest before you can use it again.", :level 17, :name "Signature Move"}]}, :bloodhound-bruisers {:class :pugilist, :key :bloodhound-bruisers, :level-modifiers [], :name "Bloodhound Bruisers", :option-pack "Pugilist Class", :traits [{:description "Starting at 3rd level, choose two from Insight, Perception and Investigation. You gain proficiency in those skills.\n\nIn addition, gain the following Moxie abilities.\n\nForensic Specialist. When you are examining a scene of violence, you can spend 1 Moxie point to gain advantage on any Intelligence (Investigation) ability check to find physical evidence and make deductions based on evidence.\n\nKeen Observer. When you make a Wisdom (Perception) ability check in a settlement, you can spend 1 Moxie point to gain advantage on that roll.\n\nLiving Lie Detector. When you make a Wisdom (Insight) ability check to determine whether a creature is lying, you can spend 1 Moxie point to gain advantage on that roll.", :level 3, :name "Detective Work"} {:description "Starting at 6th level, you gain the following Moxie abilities:\n\nIn Their Head. As a bonus action you can watch an opponent within 30 feet for openings and missteps. When you do, spend 1 moxie point and the creature makes a Wisdom saving throw contested by your Intelligence (Investigation) check. If you succeed you have advantage on all weapon attacks against that creature until the start of your next turn.\n\nRead and React. When a creature hits you with an attack, you can use your reaction and spend 1 moxie point to try to read the opponent’s intent and twist out of the way. The creature makes an Intelligence saving throw contested by your Wisdom (Insight) check. If you succeed the attack misses you.\n\nSize ‘Em Up. As a bonus action you can observe a creature you can see to discover its strengths and weaknesses. When you do, spend 1 moxie point and the creature makes a Charisma saving throw contested by your Wisdom (Perception) check. If you succeed you can ask the DM three questions that can be answered with a yes or a no regarding the creature’s mannerisms, personality, or statistics.", :level 6, :name "Scrap Like a Sleuth"} {:description "Starting at 11th level, when you take a long rest in a settlement you can attune to the settlement as if it were a magical item. Until the attunement ends, you gain the following benefits while in that settlement:\n\n• You cannot be surprised and you add your proficiency\nbonus to your initiative\n• You have darkvision to a range of 120 feet\n• When you make an ability check using the Insight,\nInvestigation, or Perception skills and you are proficient in that skill, you add double your proficiency modifier to the ability check\n• You cannot be lost by any means\n• When you are not in combat, you can travel between any two points in the settlement twice as fast as your speed would normally allow\n\nWhen you reach 17th level, when you attune to a settlement, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one settlement in this manner at a time.", :level 11, :name "Heart of the City"} {:description "Starting at 17th level, you can enter an alert and watchful state in a single moment of reflection. When you do, use a bonus action and spend 3 moxie points. For the next minute you can use all of the moxie features granted to you by your Detective Work and Scrap Like a Sleuth features without spending moxie.", :level 17, :name "Eyes Wide Open"}]}, :salt-vinegar {:class :pugilist, :key :salt-vinegar, :level-modifiers [{:level 3, :type :skill-prof, :value :intimidation}], :name "Salt & Vinegar", :option-pack "Pugilist Class", :traits [{:description "Starting at 3rd level, you gain proficiency with the Intimidation skill.\n\nIn addition, you have mastered the art of the enraging insult. You can spend 1 moxie point and use a bonus action on your turn to provoke a creature who can see or hear you within 60 feet. That creature has disadvantage on any attack rolls it makes that do not include you as a target before the start of your next turn. That creature must also succeed on a Wisdom saving throw or take your fisticuffs damage die + your proficiency modifier in psychic damage.\n\nThe saving throw DC for all Salt & Vinegar Fight Club features is calculated as follows:\n\nSalt & Vinegar save DC = 8 + your proficiency modifier + your Wisdom modifier", :level 3, :name "Salty Salute"} {:description "Starting at 6th level, you have a few tricks up your sleeve to even the odds when the going gets rough. You gain the following moxie abilities.\n\nBlindsider. When you deal damage with an unarmed attack you can spend 1 moxie point to attempt to blind the creature you hit. The creature must succeed on a Constitution saving throw or be blinded until the end of your next turn.\n\nHeelstomper. When you deal damage with an unarmed attack you can spend 1 moxie point to attempt to slow the creature you hit. The creature must succeed on a Dexterity saving throw or halve its movement speed for one minute.\n\nLow Blow. When you deal damage with an unarmed attack you can spend 1 moxie point to hit them below the belt. The creature must succeed on a Strength saving throw or be knocked prone.", :level 6, :name "Piss & Vinegar"} {:description "Starting at 11th level, you do not need to spend a moxie point to use the Salty Salute feature. In addition, the saving throw DC of your Salt & Vinegar features increases by 2.", :level 11, :name "Mean Old Cuss"} {:description "Starting at 17th level, your swears are so potent they can move men to madness. As a bonus action you can spend 3 moxie points and swear at one creature who shares a language with you within 60 feet. That creature must pass a Wisdom saving throw or become enraged for one minute. Creatures who are immune to charm and fear effects cannot be enraged. While enraged the creature cannot make attacks against creatures other than you and the creature gains vulnerability to any damage dealt by you.", :level 17, :name "The Uncouth Art"}]}, :the-squared-circle {:class :pugilist, :key :the-squared-circle, :level-modifiers [], :name "The Squared Circle", :option-pack "Pugilist Class (seanimus.prime#9621)", :traits [{:description "Starting when you choose this fight club at 3rd level, you gain the moxie features, Compression Lock, Quick Pin, and To the Matt.", :level 3, :name "Groundwork"} {:description "At 6th level, when you have an enemy creature grappled you gain half cover against all attacks made against you by a creature you are not grappling. When a weapon attack made by a creature you are not grappling misses you, you may use your reaction and spend 1 moxie point to have that creature make the same attack with a new roll against an enemy creature you are grappling.", :level 6, :name "Meat Shield"} {:description "At 11th level, you count as one size larger than you are for the purposes of grappling. In addition, you can move your full movement speed when you are dragging or carrying a grappled creature your size or smaller", :level 11, :name "Heavyweight"} {:description "At 17th level, your mastery of grappling reaches its peak. While you have a creature grappled you gain advantage on all attacks against it. Additionally, when you make an unarmed strike or pugilist weapon attack against a creature you have grappled you score a critical hit on a roll of 19 or 20.", :level 17, :name "Clean Finish"} {:description "When a creature attempts to break a grapple with you and succeeds, you can use your reaction and spend 1 moxie point to force the creature to roll again. The creature must use the second result.", :level 3, :name "Compression Lock"} {:description "When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction and spend 1 moxie point to make a grapple attack instead of an opportunity attack.", :level 3, :name "Quick Pin"} {:description "You can use a bonus action and spend 1 moxie point to make a grapple attack against a creature within range. If successful, the creature is also knocked prone.", :level 3, :name "To The Mat"}]}, :the-sweet-science {:class :pugilist, :key :the-sweet-science, :level-modifiers [], :name "The Sweet Science", :option-pack "Pugilist Class (seanimus.prime#9621)", :traits [{:description "You can use your reaction and spend 2 moxie points to reduce the damage of a melee weapon attack made against you by 1d10 + your Strength modifier + your pugilist level. If you reduce the damage to 0, you can make an unarmed strike or pugilist weapon attack against a creature within range as part of the same reaction.", :level 3, :name "Cross Counter"} {:description "When you use your bonus action to use the Old One-Two and both attacks are successful you can immediately spend 1 moxie point to make an additional attack with an unarmed strike as part of that bonus action. If you hit with this additional attack you deal no damage and the creature is knocked prone.", :level 6, :name "One, Two, Three, Floor"} {:description "When you reduce damage from an attack to 0 and successfully hit an enemy creature using your Cross Counter feature you regain 1 moxie point.", :level 11, :name "Float Like a Butterfly, Sting Like a Bee"} {:description "When you hit with an unarmed strike or pugilist weapon you can spend 1 or more moxie points to try to knock out the opponent instead of dealing damage. Roll 3d12 + 1d12 for every moxie point spent after the first + your pugilist level; if the total is equal to or greater than the creature’s remaining hit points, it is unconscious for 10 minutes.", :level 17, :name "Knock Out"}]}}}, "SCAG Tiefling Options (Harrie#4423)" {:orcpub.dnd.e5/races {:tiefling-scag- {:key :tiefling-scag-, :speed 30, :name "Tiefling (SCAG)", :darkvision 60, :size :medium, :option-pack "Sword Coast Adventurer's Guide", :languages #{"Common" "Infernal"}, :props {:damage-resistance {:fire true}}, :traits []}, :tiefling-winged- {:key :tiefling-winged-, :languages #{"Common" "Infernal"}, :name "Tiefling (Winged)", :option-pack "Sword Coast Adventurer's Guide", :props {:damage-resistance {:fire true}, :flying-speed 30}, :size :medium, :speed 30, :traits [{:description "You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.", :name "Winged"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"}]}}, :orcpub.dnd.e5/subraces {:devils-tongue {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :key :devils-tongue, :name "Devil's Tongue", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-, :spells [{:value {:ability :cha, :key :vicious-mockery}} {:level 3, :value {:ability :cha, :key :charm-person, :level 1}} {:level 5, :value {:ability :cha, :key :enthrall, :level 2}}], :traits [{:description "You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level , you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.", :name "Devil's Tongue"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"}]}, :devils-tongue-feral- {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :devils-tongue-feral-, :name "Devil's Tongue (Feral)", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-, :spells [{:value {:ability :cha, :key :vicious-mockery}} {:level 3, :value {:ability :cha, :key :charm-person, :level 1}} {:level 5, :value {:key :enthrall, :level 2}}], :traits [{:description "You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level , you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.", :name "Devil's Tongue"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"}]}, :feral {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :feral, :name "Feral", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-winged-, :traits []}, :hellfire {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :key :hellfire, :name "Hellfire", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 3, :value {:key :burning-hands, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.", :name "Hellfire"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"}]}, :hellfire-feral- {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :hellfire-feral-, :name "Hellfire (Feral)", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 2, :value {:ability :cha, :key :burning-hands, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.", :name "Hellfire"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"}]}, :standard {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :key :standard, :name "Standard", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-winged-, :traits []}, :standard-feral- {:abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :standard-feral-, :name "Standard (Feral)", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-, :spells [{:value {:ability :cha}} {:level 3, :value {:ability :cha, :key :hellish-rebuke, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"} {:description "You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.", :name "Infernal Legacy"}]}}}, "Plane Shift - Amonkhet - (NineArtsDragon#3773)" {:orcpub.dnd.e5/backgrounds {:dissenter-initiate- {:equipment {:case-map-or-scroll 1, :clothes-common 1}, :key :dissenter-initiate-, :name "Dissenter (Initiate)", :option-pack "Plane Shift: Amonkhet", :profs {:skill {:athletics true, :intimidation true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :traits [{:description "If they wish to have any hope of survival, whether hiding within the city or cast out into the desert, dissenters\nmust help each other. You can find a place to hide, rest, or recuperate among other dissenters. They will\nhelp shield you from those who hunt you, possibly even risking their lives for you.", :name "Shelter of Dissenters"}], :treasure {:gp 15}}, :dissenter-vizier- {:equipment {:case-map-or-scroll 1, :clothes-fine 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}} {:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :dissenter-vizier-, :name "Dissenter (Vizier)", :option-pack "Plane Shift: Amonkhet", :profs {:skill {:history true, :religion true}, :tool-options {:artisans-tool 1, :musical-instrument 1}}, :traits [{:description "If they wish to have any hope of survival, whether hiding within the city or cast out into the desert, dissenters must help each other. You can find a place to hide, rest, or recuperate among other dissenters. They will help shield you from those who hunt you, possibly even risking their lives for you.", :name "Voice of Authority"}], :treasure {:gp 25}}, :initiate {:equipment {:case-map-or-scroll 1, :clothes-common 1}, :key :initiate, :name "Initiate", :option-pack "Plane Shift: Amonkhet", :profs {:skill {:athletics true, :intimidation true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :traits [{:description "Your life is oriented around your participation in the five trials that will determine your worthiness in the\nafterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable\nplace to live and regular meals are provided to you by servitor mummies (the anointed) under the supervision\nof viziers. You can enjoy these benefits only as long as you obey the societal norms of Naktamun—training\nfor the trials (with or without your crop), obeying the orders of the gods, and following the instructions of\ntheir viziers. If you violate these norms, you risk being treated as a dissenter. See “Trials of the Five Gods” for\nmore information about undertaking the trials and their rewards.", :name "Trials of the Five Gods"}], :treasure {:gp 15}}, :vizier {:equipment {:case-map-or-scroll 1, :clothes-fine 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}} {:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :vizier, :name "Vizier", :option-pack "Plane Shift: Amonkhet", :profs {:skill {:history true, :religion true}, :tool-options {:artisans-tool 1, :musical-instrument 1}}, :traits [{:description "Your voice is the voice of your god, at least in theory. Your job might include training and instructing initiates, and they are required to obey you. In any circumstance, an initiate is expected to defer to your voice and obey your commands. If you abuse this authority, though, your god might personally punish you.", :name "Voice of Authority"}], :treasure {:gp 25}}}, :orcpub.dnd.e5/languages {:aven {:description "Language of the Aven race.", :key :aven, :name "Aven", :option-pack "Plane Shift: Amonkhet"}, :khenra {:description "Language of the Khenra race.", :key :khenra, :name "Khenra", :option-pack "Plane Shift: Amonkhet"}, :naga {:description "Language of the Naga race.", :key :naga, :name "Naga", :option-pack "Plane Shift: Amonkhet"}, :sphinx {:description "Language of the Sphinxes.", :key :sphinx, :name "Sphinx", :option-pack "Plane Shift: Amonkhet"}}, :orcpub.dnd.e5/monsters {:criosphinx {:description "A rare few sphinxes have the heads of rams instead of the humanlike faces of other sphinxes. Though they lie under the same curse as all their kind, they are less enigmatic and more aggressive, actively attacking angels, demons, and other agents of Bolas they encounter in the desert. They stay far from Naktamun and care little for its people. Their hatred of Bolas is driven only by his curse.", :legendary-actions {:description "The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of its turn."}, :key :criosphinx, :int 16, :speed "30 ft., fly 60 ft.", :name "Criosphinx", :alignment "neutral", :cha 16, :hit-points {:die 10, :die-count 24, :modifier 96}, :type :monstrosity, :size :large, :option-pack "Plane Shift: Amonkhet", :armor-class 18, :skills {:arcana 8, :history 8, :perception 8, :religion 8}, :str 18, :challenge 13, :con 18, :dex 15, :wis 16, :props {:condition-immunity {:charmed true, :frightened true}, :damage-immunity {:psychic true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true, :sphinx true}}, :traits [{:description "The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.", :name "Inscrutable"} {:description "The sphinx's weapon attacks are magical.", :name "Magic Weapons"} {:description "The sphinx makes a ram attack and two claw attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) bludgeoning damage.", :name "Ram", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage", :name "Claw", :type :action} {:description "The sphinx makes one ram attack.", :name "Ram Attack", :type :legendary-action} {:description "The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an\nunoccupied space it can see.", :name "Teleport (Costs 2 Actions)", :type :legendary-action} {:description "truesight 120 ft., passive Perception 18", :name "Senses"}]}, :manticore-heart-piercer {:description "Manticores are catlike creatures with feline bodies, tails like those of scorpions, and chitinous plates on their lower legs and feet. The venom of their tail stingers is the most virulent poison known on Amonkhet, and they can sting with lightning speed even while tearing at a foe with claws and teeth. Their deadliness makes them prized for use in the Trial of Zeal, where they grant glorified deaths to many initiates. ", :key :manticore-heart-piercer, :int 5, :speed "50 ft.", :name "Manticore, Heart-Piercer", :alignment "chaotic evil", :cha 6, :hit-points {:die 10, :die-count 16, :modifier 48}, :type :monstrosity, :size :large, :option-pack "Plane Shift: Amonkhet", :armor-class 15, :skills {:perception 4}, :str 19, :challenge 5, :con 16, :dex 14, :wis 15, :traits [{:description "Darkvision 60 ft., passive Perception 14", :name "Senses"} {:description "The manticore makes two weapon attacks, one with its bite and one with its claws.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage", :name "Claws", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 14 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.", :name "Stinger", :type :action}]}, :serpopard {:description "Serpopards are strange felines with serpentine features, including long, flexible bodies, venomous fangs, and sensitive tongues they can use to detect the scent of prey from a great distance. They like to perch in trees near desert oases or along the Luxa river, inside the Hekma, to drop down on creatures that come near the water. ", :key :serpopard, :int 10, :name "Serpopard", :alignment "unaligned", :cha 10, :hit-points {:die 10, :die-count 7, :modifier 14}, :type :beast, :size :large, :option-pack "Plane Shift: Amonkhet", :armor-class 12, :skills {:perception 3, :stealth 6}, :str 18, :challenge 3, :con 15, :dex 14, :wis 10, :traits [{:description "passive Perception 13", :name "Senses"} {:description "If the serpopard moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the serpopard can make one bite attack against it as a bonus action.", :name "Pounce"} {:description "The serpopard has advantage on Wisdom (Perception) checks that rely on smell.", :name "Keen Smell"}]}}, :orcpub.dnd.e5/races {:aven {:key :aven, :speed 25, :name "Aven", :abilities {:orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack "Plane Shift: Amonkhet", :languages #{"Aven" "Common"}, :props {:flying-speed 30}, :traits []}, :khenra {:key :khenra, :speed 35, :name "Khenra", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str 1}, :size :medium, :option-pack "Plane Shift: Amonkhet", :languages #{"Common" "Khenra"}, :props {:weapon-prof {:javelin true, :shortsword true, :spear true}}, :traits [{:description "If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can't be frightened.", :name "Khenra Twins"}]}, :minotaur-amonkhet- {:key :minotaur-amonkhet-, :speed 30, :name "Minotaur (Amonkhet)", :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Plane Shift: Amonkhet", :languages #{"Common" "Minotaur"}, :props {:skill-prof {:intimidation true}}, :traits [{:description "You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Str modifier.", :name "Natural Weapon"} {:description "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.", :name "Relentless Endurance"} {:description "When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.", :name "Savage Attacks"}]}, :naga {:key :naga, :speed 30, :name "Naga", :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Plane Shift: Amonkhet", :profs {:tool {:poisoners-tools true}}, :languages #{"Common" "Naga"}, :props {:damage-immunity {:poison true}}, :traits [{:description "By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.", :name "Speed Burst"} {:description "Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.\nIf you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.", :name "Natural Weapons"} {:description "You're immune to poison damage and can't be poisoned.", :name "Poison Immunity"}]}}, :orcpub.dnd.e5/spells {:destructive-wave {:description "You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage,as well as 5d6 radiant or necrotic damage (your choice),and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.", :key :destructive-wave, :school "evocation", :name "Destructive Wave", :duration "Instantaneous", :level 5, :option-pack "Plane Shift: Amonkhet", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30 ft radius)"}}, :orcpub.dnd.e5/subclasses {:bontu-ambition-domain {:class :cleric, :cleric-spells {1 {0 :bane, 1 :disguise-self}, 2 {0 :mirror-image, 1 :ray-of-enfeeblement}, 3 {0 :bestow-curse, 1 :vampiric-touch}, 4 {0 :death-ward, 1 :dimension-door}, 5 {0 :dominate-person, 1 :modify-memory}}, :key :bontu-ambition-domain, :level-modifiers [], :name "Bontu: Ambition Domain", :option-pack "Plane Shift: Amonkhet", :profs {:skill-expertise-options {:options {:acrobatics false, :animal-handling false, :athletics false, :nature false, :survival false}}, :skill-options {:options {:animal-handling false, :athletics false, :nature false, :survival false}}}, :traits [{:description "You can use your Channel Divinity to create an illusory duplicate of\nyourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a\nspace you can see, but it must remain within 120 feet of you. \nFor the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.", :level 2, :name "Channel Divinity: Invoke Duplicity"} {:description "You can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.\n\n", :level 6, :name "Channel Divinity: Cloak of Shadows"} {:description "You add your Wisdom modifier to the damage you deal with any cleric cantrip. ", :level 8, :name "Potent Spellcasting"} {:description "You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.", :level 17, :name "Improved Duplicity"} {:description "You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Warding Flare"}]}, :hazoret-zeal-domain {:class :cleric, :cleric-spells {1 {0 :searing-smite, 1 :thunderous-smite}, 2 {0 :magic-weapon, 1 :shatter}, 3 {0 :haste, 1 :fireball}, 4 {0 :fire-shield, 1 :freedom-of-movement}, 5 {0 :destructive-wave, 1 :flame-strike}}, :key :hazoret-zeal-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Hazoret: Zeal Domain", :option-pack "Plane Shift: Amonkhet", :profs {:skill-expertise-options {:options {:acrobatics false, :animal-handling false, :athletics false, :nature false, :survival false}}, :skill-options {:options {:animal-handling false, :athletics false, :nature false, :survival false}}}, :traits [{:description "You can use your Channel Divinity to channel your zeal into unchecked ferocity.\nWhen you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.", :level 2, :name "Channel Divinity: Consuming Fervor"} {:description "When you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.\n\n", :level 6, :name "Resounding Strike"} {:description "You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8", :level 8, :name "Divine Strike"} {:description "You can delay death for an instant to perform a final heroic act.\nWhen you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you\ncan use your reaction to move up to your speed toward the attacker and make one melee weapon attack against\nit, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 17, :name "Blaze of Glory"} {:description "Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Priest of Zeal"}]}, :oketra-solidarity-domain {:class :cleric, :cleric-spells {1 {0 :bless, 1 :guiding-bolt}, 2 {0 :aid, 1 :warding-bond}, 3 {0 :beacon-of-hope, 1 :crusaders-mantle}, 4 {0 :aura-of-life, 1 :guardian-of-faith}, 5 {0 :circle-of-power, 1 :mass-cure-wounds}}, :key :oketra-solidarity-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Oketra: Solidarity Domain", :option-pack "Plane Shift: Amonkhet", :traits [{:description "When you take the Help action to aid an ally’s attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.\n", :name "Solidarity's Action"} {:description "You can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.", :level 2, :name "Channel Divinity: Preserve Life"} {:description "When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :level 6, :name "Channel Divinity: Oketra's Blessing"} {:description "You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.\n", :level 8, :name "Divine Strike"} {:description "When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.", :level 17, :name "Supreme Healing"}]}, :rhonas-strength-domain {:class :cleric, :cleric-spells {1 {0 :divine-favor, 1 :shield-of-faith}, 2 {0 :enhance-ability, 1 :protection-from-poison}, 3 {0 :haste, 1 :protection-from-energy}, 4 {0 :dominate-beast, 1 :stoneskin}, 5 {0 :destructive-wave, 1 :insect-plague}}, :key :rhonas-strength-domain, :level-modifiers [{:type :armor-prof, :value :heavy} {:level 17, :type :damage-resistance, :value :bludgeoning} {:level 17, :type :damage-resistance, :value :piercing} {:level 17, :type :damage-resistance, :value :slashing}], :name "Rhonas: Strength Domain", :option-pack "Plane Shift: Amonkhet", :profs {:skill-expertise-options {:options {:acrobatics false, :animal-handling false, :athletics false, :nature false, :survival false}}, :skill-options {:options {:animal-handling true, :athletics true, :nature true, :survival true}}}, :traits [{:description "You can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.", :level 2, :name "Channel Divinity: Feat of Strength"} {:description "When a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail.\n", :level 6, :name "Channel Divinity: Rhona's Blessing"} {:description "You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.\n", :level 8, :name "Divine Strike"} {:description "You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.", :level 17, :name "Avatar of Battle"} {:description "You learn one druid cantrip of your choice.", :name "Acolyte of Strength"}]}}, :orcpub.dnd.e5/subraces {:hawk-headed {:abilities {:orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/wis 2}, :key :hawk-headed, :name "Hawk-Headed", :option-pack "Plane Shift: Amonkhet", :props {:skill-prof {:perception true}}, :race :aven, :traits [{:description "Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.", :name "Hawkeyed"}]}, :ibis-headed {:abilities {:orcpub.dnd.e5.character/int 1}, :key :ibis-headed, :name "Ibis-Headed", :option-pack "Plane Shift: Amonkhet", :race :aven, :traits [{:description "You can add 1/2 your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus.", :name "Kefnet's Blessing"}]}}}, "UA - Eberron Warforged (Trism#0540)" {:orcpub.dnd.e5/races {:warforged {:key :warforged, :speed 30, :name "Warforged", :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1}, :size :medium, :option-pack "Unearthed Arcana: Eberron (Warforged)", :languages #{"Common"}, :props {:armor-prof {:light true, :medium true, :shields true}, :damage-resistance {:poison false}, :lizardfolk-ac true, :weapon-prof {:martial true, :simple true}}, :traits [{:description "Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.", :name "Composite Plating"} {:description "Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.", :name "Living Construct"}]}}}, "KP - Deep Magic - Elven High Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/spells {:black-swan-storm {:description "You call forth a whirlwind of black feathers that fills\na cube 5 feet on each side. The feathers deal 2d8 force\ndamage to creatures inside the cube’s area and radiate\ndarkness, causing the illumination level within 20 feet\nof the cube to drop by one step (from bright light to\ndim light, from dim light to darkness). Creatures that\nmake a successful Dexterity saving throw suffer only\nhalf damage but are still affected by the change in light.\nAt Higher Levels. When you cast this spell using\na spell slot of 3rd level or higher, the feathers do an\nadditional 1d8 force damage for each slot level above\n2nd.\n\nRitual Focus. If you expend your ritual focus, then\nyou can move the whirlwind up to 15 feet by using a\nbonus action on your turn. If the whirlwind moves\nmore than 30 feet from you, the spell ends. ", :key :black-swan-storm, :school "evocation", :name "Black Swan Storm", :duration "Concentration, up to 1 minute", :level 2, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material true, :material-component "a feather from a black swan"}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :bloom {:description "You plant a silver acorn in solid ground and spend an\nhour chanting a litany of praises to the natural world,\nafter which the land within 1 mile of the acorn becomes\nextremely fertile, regardless of its previous state. Any\nseeds planted in the area of effect grow at twice the\nnatural rate. Food harvested regrows within a week.\nAfter one year, the land slowly reverts to its normal\nfertility, unable to stave off the march of nature.\nChoose one of the following effects, which appears\nand grows immediately:\n\n• A field planted with vegetables of your choice,\nready for harvest.\n• A thick forest of stout trees and ample\nundergrowth.\n• A grassland with wildflowers and extensive\nfodder for grazing.\n• An orchard of fruit trees of your choice, growing\nin orderly rows and ready for harvest.\n\nLiving creatures that take a short rest within the\narea of a bloom receive the maximum hit points for\nhit dice expended. Bloom counters the effects of a\ndesolation spell.\n\nRitual Focus. If you expend your ritual focus, the\nduration becomes permanent.\n", :key :bloom, :school "conjuration", :name "Bloom", :duration "1 year", :level 8, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material true, :material-component "a silver acorn worth 500 gp, which is consumed in the casting"}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "1 mile"}, :harsh-light-of-summers-glare {:description "Your visage radiates the wrath of the shadow fey,\nwhich bears down oppressively upon your targets in\na burst of brilliant light. Only creatures that can see\nyou are affected. Creatures with darkvision that fail a\nConstitution saving throw are blinded and stunned.\nCreatures without darkvision that fail a Constitution\nsaving throw are blinded. This is not a gaze attack,\nand it cannot be avoided by averting one’s eyes or\nwearing a blindfold.\n\nRitual Focus. If you expend your ritual focus,\naffected creatures without darkvision are charmed\ninstead of blinded.", :key :harsh-light-of-summers-glare, :school "enchantment", :name "Harsh Light of Summer's Glare", :duration "1 round", :level 8, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material false, :material-component ""}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "90 feet"}, :extract-foyson {:description "You extract the goodness in food, pulling all the\nnutrition out of three days’ worth of meals and\nconcentrating it into about a tablespoon of bland,\nflourlike powder. The flour can be mixed with liquid\nand drunk or baked into elven bread. Foyson used in\nthis way still imparts all the nutritional value of the\noriginal food, for the amount consumed.\nThe original food appears unchanged and though it’s\nstill filling, it has no nutritional value. Someone eating\nnothing but foyson-free food will eventually starve.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 2nd level or higher, an additional three\nmeals’ worth of food can be extracted for each slot\nlevel above 1st.\n\nRitual Focus. If you expend your ritual focus, you\ncan choose to have each day’s worth of foyson take the\nform of a slice of delicious elven bread. ", :key :extract-foyson, :school "transmutation", :name "Extract Foyson", :duration "Permanent", :level 1, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material true, :material-component "a wooden bowl"}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :shadows-brought-to-light-illumination- {:description "If the target fails a Charisma saving throw, you cause\nthe target’s shadow to come to life and reveal one\nof the creature’s most scandalous secrets: some fact\nthat the target would not want widely known (GM’s\nchoice). When casting the spell, you choose whether\neveryone present will hear the secret, in which case\nthe shadow speaks loudly in a twisted version of the\ntarget’s voice, or if the secret is only whispered to you.\nThe shadow speaks Common, unless the target does\nnot speak Common, in which case it speaks in the\ntarget’s native language.\n\nIf the target creature does not have a scandalous\nsecret or does not have a spoken language, the spell\nfails as if the creature’s saving throw had succeeded.\n\nIf the secret was spoken aloud, the target takes a\n−2 penalty to Charisma checks with anyone who was\npresent when it was revealed, for the remainder of the\nday, in addition to any information you obtain or any\nscandal it provokes.\n\nRitual Focus. If you expend your ritual focus, the\ntarget has disadvantage on Charisma checks instead\nof the −2 penalty, and the target’s status score is\nreduced by 1 for the remainder of the day (see the\nMidgard Campaign Setting for status rules). At the\nend of the day, the target makes a Charisma saving\nthrow against your spell save DC. If this saving throw\nfails, rumors of the target’s indiscretion become\nwidespread and the loss of status is permanent.", :key :shadows-brought-to-light-illumination-, :school "divination", :name "Shadows Brought to Light (Illumination)", :duration "Instantaneous", :level 2, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material false, :material-component ""}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :tongue-tied {:description "You make a choking motion while pointing at a target,\nwhich must make a successful Wisdom saving throw or\nbecome unable to communicate verbally. The target’s\nspeech becomes garbled and it has disadvantage on\nCharisma checks that require speech. The creature can\ncast a spell with a verbal component only by making\na successful Constitution check against your spell\nsave DC. If the Constitution check fails, the creature’s\naction is used but the spell slot isn’t expended.\n\nRitual Focus. If you expend your ritual focus, the\naffected target also takes 2d6 psychic damage every\ntime it tries to talk. ", :key :tongue-tied, :school "enchantment", :name "Tongue Tied", :duration "Concentration, up to 1 minute", :level 5, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material false, :material-component ""}, :ritual false, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :afflict-line {:description "You invoke the darkest curses upon your victim and\nhis or her descendants. This spell does not require\nthat you have a clear path to your target, only that\nyour target is within range. Your target must make a\nsuccessful Wisdom saving throw or be cursed until\nthe magic is dispelled. The victim has disadvantage\non ability checks and saving throws made with the\nability score that you choose when you cast the spell.\nIn addition, the target’s firstborn offspring is also\ntargeted by the curse. The firstborn is allowed a saving\nthrow of their own if they currently live, or they make\none upon their birth if they’re not yet born when the\nspell is cast. If the target’s firstborn has already died,\nthe curse passes to their next oldest offspring.\n\nRitual Focus. If you expend your ritual focus, the\ncurse becomes hereditary, passing from firstborn to\nfirstborn for the entire length of the family’s lineage\nuntil one of them successfully saves against the curse\nand throws off your dark magic. ", :key :afflict-line, :school "necromancy", :name "Afflict Line", :duration "Permanent; one generation", :level 9, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material true, :material-component "a statuette carved in the likeness of the victim worth 1,250 gp"}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "1 mile"}, :encroaching-shadows-illumination- {:description "You cause menacing shadows to invade an area 200\nfeet on a side and 50 feet high. Illumination in the area\ndrops one step (from bright light to dim, from dim\nlight to darkness). Any spell that creates light in the\narea that’s cast using a lower-level spell slot than was\nused to cast encroaching shadows is dispelled, and spells\nthat create light don’t function in the area if they are\nof a lower spell slot level. Nonmagical effects can’t\nincrease the level of illumination in the affected area.\nSpells with “shadow” in their names and spells that\ncreate darkness or shadow take effect in the area as if a\none-level-higher spell slot was used casting them.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 7th level or higher, the effect lasts for an\nadditional 12 hours for each slot level above 6th.\n\nRitual Focus. If you expend your ritual focus, the\nspell’s duration increases by 12 hours and it cannot\nbe dispelled by spells that create light, even if they are\ncast with a higher-level spell slot. ", :key :encroaching-shadows-illumination-, :school "illusion", :name "Encroaching Shadows (Illumination)", :duration "12 hours", :level 6, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material true, :material-component "a drop of blood smeared on a silver rod worth 100 gp"}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "150 feet"}, :cosmic-alignment-illumination- {:description "You arrange the forces of the cosmos to your benefit.\nChoose a cosmic event from the Comprehension\nof the Starry Sky ability that affects spellcasting\n(conjunction, eclipse, or nova; see pg.5 of Illumination Magic). You cast spells as if\nunder the effect of the cosmic event until the next\nsunrise or 24 hours have passed. When the ability requires you to expend your insight, you expend your\nritual focus instead. This spell must be cast outdoors,\nand the casting of this spell is obvious to everyone\nwithin 100 miles of its casting when an appropriate\nsymbol, such as a flaming comet, appears in the sky\nabove your location while you are casting the spell. (See: https://rpg.rem.uz/Dungeons%20%26%20Dragons/3rd%20Party/5th%20Edition/Kobold%20Press/Deep%20Magic%204%20Illumination%20Magic.pdf)", :key :cosmic-alignment-illumination-, :school "conjuration", :name "Cosmic Alignment (Illumination)", :duration "24 hours", :level 9, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material true, :material-component "a piece of quartz"}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :celebration {:description "You create a 30-foot-radius area around a point that\nyou choose within range. Intelligent creatures that\nenter the area or begin their turn there and fail a\nWisdom saving throw engage in revelry: drinking,\nsinging, laughing, and dancing. Affected creatures\nare reluctant to leave the area until the spell expires,\npreferring to enjoy the festivities. Affected creatures\nforsake appointments, cease caring about their woes,\nand generally behave in a cordial (if not hedonistic)\nmanner. This preoccupation with merrymaking\nextends regardless of an affected creature’s agenda\nor alignment. Assassins procrastinate, servants join\nin the celebration rather than serve, guards abandon\ntheir posts. The effect ends on creatures that are\nattacked, that take damage, or that are forced to\nleave the area. Those whose saving throw succeeds\ncan enter or leave the area without danger of being\nenchanted. A creature that failed the saving throw\nand is removed from the area must repeat the saving\nthrow if they return to the area.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 8th level or higher, the spell lasts for an\nadditional hour for each slot level above 7th.\n\nRitual Focus. If you expend your ritual focus,\nunaffected intelligent creatures must make a new\nsaving throw every time they begin their turn in the\narea of effect, even if they’ve previously saved against\nthe spell.\n", :key :celebration, :school "enchantment", :name "Celebration", :duration "1 hour", :level 7, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material true, :material-component "a small party favor"}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :guest-of-honor {:description "You whisper words of encouragement, and a target\nthat you touch gains confidence along with approval\nfrom strangers. For the spell’s duration, the subject\nputs their best foot forward and strangers associate\nthe target with positive feelings. The target adds 1d4\nto all Charisma (Persuasion) checks made to influence\nthe attitudes of others and gains a +2 bonus to their\nstatus score (if used).\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 2nd level or higher, the effect lasts for an\nadditional 10 minutes for each slot level above 1st.\n\nRitual Focus. If you expend your ritual focus, the\neffect lasts for 24 hours. ", :key :guest-of-honor, :school "transmutation", :name "Guest of Honor", :duration "10 minutes", :level 1, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material true, :material-component "a signet ring worth 25 gp"}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :desolation {:description "You plant an obsidian acorn in solid ground and\nspend an hour chanting a litany of curses to the\nnatural world, after which the land within 1 mile of\nthe acorn becomes unfertile, regardless of its previous\nstate. Nothing will grow there, and all plant life in\nthe area dies over the course of a day. Plant creatures\nare not affected. Spells that summon plants, such as\nentangle, require an ability check using the caster’s\nspellcasting ability against your spell save DC. If the\ncheck succeeds, the spell functions normally; if the\ncheck fails, the spell is countered by desolation.\n\nAfter one year, the land slowly reverts to its normal\nfertility, unable to stave off the march of nature.\n\nLiving creatures that take a short rest within the\narea of a desolation halve the result of any hit dice they\nexpend. Desolation counters the effects of a bloom spell.\n\nRitual Focus. If you expend your ritual focus, the\nduration becomes permanent.", :key :desolation, :school "necromancy", :name "Desolation", :duration "1 year", :level 8, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material true, :material-component "an obsidian acorn worth 500 gp, which is consumed in the casting"}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "1 mile"}, :shadowy-retribution {:description "You fill a silver cup with your own blood (taking 1d4\npiercing damage) while chanting vile curses in the\ndark. Once the chant is completed, you consume the\nblood and swear an oath of vengeance against any who\nharm you.\n\nIf you are reduced to 0 hit points, your curse is\ninvoked; blood pours from your mouth and steams\naway into a red mist that transforms into a shadow.\nThe shadow attacks the creature that reduced you to\n0 hit points, ignoring all other targets, until it or the\ntarget is slain, at which point the shadow dissipates\ninto nothing.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 5th level or higher, an additional shadow\nis conjured for each slot level above 4th.\n\nRitual Focus. If you expend your ritual focus, the\nspell summons a banshee instead of a shadow. If you\nalso use a higher-level spell slot, additional undead are\nstill shadows.", :key :shadowy-retribution, :school "necromancy", :name "Shadowy Retribution", :duration "12 hours", :level 4, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material true, :material-component "a silver goblet filled with the caster's blood"}, :ritual true, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :song-of-the-forest {:description "You attune your senses to the natural world, so you\ndetect every sound that occurs within 60 feet: wind\nblowing through branches, falling leaves, grazing\ndeer, trickling streams, and more. You can clearly\npicture the cause of each sound in your mind. The\neffect gives you tremorsense with a range of 10 feet. In\naddition, you have advantage on Wisdom (Perception)\nchecks that rely on sound. Creatures that make no\nnoise or that are magically silent cannot be detected\nthrough this spell’s effect.\n\nSong of the forest only functions in natural\nenvironments; it fails if cast underground, in a city,\nor in a building that isolates the caster from nature\n(GM’s discretion).\n\nRitual Focus. If you expend your ritual focus, the\nspell’s effect is equivalent to blindsight with a range of\n30 feet. \n", :key :song-of-the-forest, :school "transmutation", :name "Song of the Forest", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material true, :material-component "a dried leaf crumpled and released"}, :ritual true, :casting-time "1 minutes", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :heartache {:description "You force an enemy to experience pangs of unrequited\nlove and emotional distress. These feelings manifest\nwith such intensity that the creature suffers 5d6\npsychic damage a failed Charisma saving, or half\ndamage on with a successful saving throw.\n\nAt Higher Levels. When you cast this spell using\na spell slot of 3rd level or higher, you can target an\nadditional enemy for each slot level above 2nd.\n\nRitual Focus. If you expend your ritual focus, the\ntarget is also incapacitated for 1 round, if it fails the\nsaving throw. ", :key :heartache, :school "enchantment", :name "Heartache", :duration "Instantaneous", :level 2, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material true, :material-component "a silver locket"}, :ritual false, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :clearing-the-field {:description "With a harsh word and a vicious chopping motion,\nevery tree, shrub, and stump within 40 feet of you\nsinks into the ground, leaving the vacated area clear\nof plant life that might otherwise hamper movement\nor obscure sight. Overgrown areas that counted as\ndifficult terrain become clear ground and no longer\nhamper movement. The original plant life rises\nfrom the ground instantly when the spell ends or is\ndispelled. Plant creatures are not affected by clearing\nthe field.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level or higher, the spell lasts for an\nadditional hour for each slot level above 2nd.\n\nRitual Focus. If you expend your ritual focus, plant\ncreatures within the area of effect must make a\nsuccessful Constitution saving throw or be affected as\nthough a by a reduce spell. ", :key :clearing-the-field, :school "transmutation", :name "Clearing the Field", :duration "1 hour", :level 2, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material false, :material-component ""}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "40 feet"}, :vine-trestle {:description "You cause a vine to sprout from the ground and crawl\nacross a surface or rise into the air in a direction\nchosen by you. The vine must sprout from a solid\nsurface (the ground, a wall), but it is strong enough to\nsupport 600 pounds of weight along its entire length.\nThe vine collapses immediately if that 600-pound\nlimit is exceeded. A vine that collapses from weight or\ndamage instantly disintegrates into nothing.\n\nThe vine has many small shoots, so it can be climbed\nwith a successful DC 5 Strength (Athletics) check. It\nhas AC 8, (5 x your spellcasting level) hit points, and a\ndamage threshold of 5.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level or higher, the vine can support\nan additional 30 pounds and its damage threshold\nincreases by 1 for each slot level above 2nd.\n\nRitual Focus. If you expend your ritual focus, the vine\nis permanent until destroyed or dispelled. ", :key :vine-trestle, :school "conjuration", :name "Vine Trestle", :duration "1 hour", :level 2, :option-pack "KP - Elven High Magic", :components {:verbal true, :somatic true, :material true, :material-component "a 1-inch piece of green vine that is consumed in the casting"}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}}, :orcpub.dnd.e5/subclasses {:elven-high-magic {:class :wizard, :traits [{:name "Ritual Savant", :level 2, :description "The gold and time you must spend to copy a high magic spell into your spellbook is halved."} {:name "Ritual Focus", :level 2, :description "You can spend 10 minutes creating a ritual focus. You can choose to spend you ritual focus to cause an extra effect when casting the ritual version of a spell:\n\n• You can cast the ritual version of the spell with its normal casting time.\n\n • You can expend a spell slot one or more levels higher than the spell’s to ritual cast it at that level, if the spell allows it.\n\n • Some spells have specific effects that you can invoke by using your ritual focus.\n\n(Once per rest; you gain an additional use at 6th and 14th level)"} {:level 6, :name "Bound Magic", :description "When you cast a spell as a ritual that target an area, you can expend your Ritual Focus and gp = 200 x the spell level. The duration of the spell becomes 366 days. If you cast the ritual in the same place every day for 30 consecutive days, it becomes permanent until dispelled."} {:level 10, :name "Ritual Master", :description "You can copy any spells with the ritual tag, regardless of class, into your spellbook. Spells copied into your spellbook using this feature must be of a level no higher than 1/2 you wizard level (rounded up). You can only cast these spells as rituals."} {:level 14, :name "High Magic", :description "Ritual versions of spells you cast are treated as if they were cast using a spell slot one level higher than you use. This can be used in conjunction with your Ritual Focus feature."}], :level-modifiers [], :option-pack "KP - Elven High Magic", :name "Elven High Magic", :key :elven-high-magic}}}, "XGTE - Eldritch Invocations - (zoniryan#2471)" {:orcpub.dnd.e5/invocations {:trickster-s-escape {:description "Prerequisite: 7th level\n\nYou can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.", :key :trickster-s-escape, :name "Trickster’s Escape", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}, :shroud-of-shadow {:description "Prerequisite: 15th level\n\nYou can cast invisibility at will, without expending a spell slot.", :key :shroud-of-shadow, :name "Shroud of Shadow", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}, :gift-of-the-depths {:description "Prerequisite: 5th level\n\nYou can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending a spell slot. \n\nYou regain the ability to do so when you finish a long rest.", :key :gift-of-the-depths, :name "Gift of the Depths", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}, :eldritch-smite {:description "Prerequisite: 5th level, Pact of the Blade feature\n\nOnce per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. ", :key :eldritch-smite, :name "Eldritch Smite", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}, :relentless-hex {:description "Prerequisite: Prerequisite: 7th level, hex spell or a warlock feature that curses\n\nYour curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.", :key :relentless-hex, :name "Relentless Hex", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}, :grasp-of-hadar {:description "Prerequisite: eldritch blast cantrip\n\nOnce on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.", :key :grasp-of-hadar, :name "Grasp of Hadar", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}, :cloak-of-flies {:description "Prerequisite: 5th level\n\nAs a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through\ntotal cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.\n\nThe aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of O damage).\n\nOnce you use this invocation, you can’t use it again until you finish a short or long rest.", :key :cloak-of-flies, :name "Cloak of Flies", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}, :aspect-of-the-moon {:description "You no longer need to sleep and can’t be forced to sleepby any means. To gain the benefits of a long rest, youcan spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.", :key :aspect-of-the-moon, :name "Aspect of the Moon", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}, :ghostly-gaze {:description "Prerequisite: 7th level\n\nAs an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. \n\nOnce you use this invocation, you can’t use it again until you finish a short or long rest.", :key :ghostly-gaze, :name "Ghostly Gaze", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}, :lance-of-lethargy- {:description "Prerequisite: eldritch blast cantrip\n\nOnce on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.", :key :lance-of-lethargy-, :name "Lance of Lethargy ", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}, :maddening-hex {:description "Prerequisite: 5th level, hex spell or a warlock feature that curses\n\nAs a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.", :key :maddening-hex, :name "Maddening Hex", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}, :improved-pact-weapon {:description "Prerequisite: Pact of the Blade feature\n\nYou can use any weapon you summon with your Pact of\nthe Blade feature as a spellcasting focus for your warlock spells.\n\nIn addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.", :key :improved-pact-weapon, :name "Improved Pact Weapon", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}, :gift-of-the-ever-living-ones {:description "Prerequisite: Pact of the Chain feature\n\nWhenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.", :key :gift-of-the-ever-living-ones, :name "Gift of the Ever-Living Ones", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}, :tomb-of-levistus {:description "Prerequisite: 5th level\n\nAs a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.\n\nOnce you use this invocation, you can’t use it again until you finish a short or long rest.", :key :tomb-of-levistus, :name "Tomb of Levistus", :option-pack "XGTE - Eldritch Invocations - (Zoniryan)"}}}, "UA - Artificer - (Alec Qarni#8863 )" {:orcpub.dnd.e5/classes {:artificer {nil nil, :key :artificer, :level-modifiers [{:type :tool-prof, :value :thieves-tools} {:type :weapon-prof, :value :simple} {:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :spell, :value {:ability :int, :key :detect-magic, :level 1}} {:type :spell, :value {:ability :int, :key :identify, :level 1}}], :name "Artificer", :option-pack "Unearthed Arcana_ Artificer", :subclass-title "Artificer Specialist", :level-selections [{:level 2, :type :wondrous-invention-lv-2} {:level 5, :type :wondrous-invention-lv-5} {:level 10, :type :wondrous-invention-lv-10} {:level 15, :type :wondrous-invention-lv-15} {:level 20, :type :wondrous-invention-lv-20} {:num 2, :type :tool-proficiency}], :spellcasting {:ability :orcpub.dnd.e5.character/int, :known-mode :schedule, :level-factor 3, :spell-list {1 #{:alarm :longstrider :disguise-self :shield-of-faith :false-life :expeditious-retreat :sanctuary :cure-wounds :jump}, 2 #{:arcane-lock :rope-trick :protection-from-poison :continual-flame :enhance-ability :lesser-restoration :enlarge-reduce :darkvision :alter-self :see-invisibility :magic-weapon :levitate :blur :invisibility :aid :spider-climb}, 3 #{:blink :water-breathing :glyph-of-warding :haste :fly :revivify :protection-from-energy :water-walk :gaseous-form}, 4 #{:fabricate :leomunds-secret-chest :mordenkainens-faithful-hound :freedom-of-movement :mordenkainens-private-sanctum :otilukes-resilient-sphere :arcane-eye :death-ward :stone-shape :stoneskin}}, :spells-known {3 3, 4 1, 7 1, 8 1, 10 1, 11 1, 13 1, 14 1, 16 1, 19 1, 20 1}}, :ability-increase-levels [4 8 12 16 18], :profs {:save {:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int true}, :skill-options {:choose 3, :options {:arcana true, :deception true, :history true, :investigation true, :medicine true, :nature true, :religion true, :sleight-of-hand true}}}, :hit-die 8, :traits [{:description "You can cast detect magic and identify as rituals, and need no components for identify.", :name "Magic Item Analysis"} {:description "Your proficiency bonus is doubled for any ability check you make using any tool proficiencies you chose with the Artificer class.", :level 2, :name "Tool Expertise"} {:description "You know some spells, primarily concerned with modifying creatures and objects or creating items.\n\nYou may use an arcane focus as a spellcasting focus for your spells.", :level 3, :name "Spellcasting"} {:description "When you cast an artificer spell with a casting time of 1 action, you can increase the casting time to 1 minute. If you do so while holding a nonmagical item, you expend a spell slot but the spell's effect is transferred to the item. \n\nAny creature with Intelligence of at least 6 can thereafter use an action to activate the spell if it has the item. The spell uses Intelligence as its ability, and targets the creature holding the item. If it targets an area, the area is centered on the item. If it targets multiple targets, the creature chooses the other targets.\n\nYou can infuse only as many items as your Intelligence modifier, and for only 8 hours at a time.", :level 4, :name "Infuse Magic"} {:description "You can now attune to up to 4 magical items at a time.", :level 5, :name "Superior Attunement"} {:description "Ignore Superior Attunement; you can now attune to up to 5 magical items at a time.", :level 15, :name "Superior Superior Attunement"} {:description "You have created a mechanical beast in the shape of any Large beast with a CR of 2 or less. Use the standard stats, except: It is a construct instead of a beast; it cannot be charmed or poisoned, or suffer poison damage; it has darkvision of 60 feet; it understands your languages, but cannot speak.\n\nIf you are melee attacked and the servant is within 5 feet of the attacker, you may use your reaction to command the servant to use its reaction to melee attack the attacker (got that?).\n\nOtherwise, the servant rolls and acts on its own in combat. If killed, it can be brought back with normal means, or by spending a long rest repairing it if it's repairable. If it's not, spend 1,000gp and 8 hours a day for 10 days to build a new one.", :level 6, :name "Mechanical Servant"} {:description "Ignore other Attunement features; You can now attune to up to 6 magical items at a time. In addition, you get a +1 bonus on all saving throws for each magical item you're currently attuned to.", :level 20, :name "Soul of Artifice"}]}}, :orcpub.dnd.e5/selections {:wondrous-invention-lv-2 {:key :wondrous-invention-lv-2, :name "Wondrous Invention Lv 2", :option-pack "Unearthed Arcana_ Artificer", :options [{:description "You have created a bag of holding, which always weighs 15 lbs but can carry 500 lbs. See DMG for details.", :name "Bag of Holding"} {:description "You have created a cap of water breathing, allowing... well, take a guess. See DMG for details.", :name "Cap of Water Breathing"} {:description "You have created a driftglobe, providing light on command and casting daylight once/long rest; see DMG for details.", :name "Driftglobe"} {:description "You have created a pair of goggles of night, providing you 60 additional feet of darkvision. See DMG for details.", :name "Goggles of Night"} {:description "You have created a pair of sending stones, allowing for instant messages between the two. See DMG for details.", :name "Sending Stones"}]}, :wondrous-invention-lv-20 {:key :wondrous-invention-lv-20, :name "Wondrous Invention Lv 20", :option-pack "Unearthed Arcana_ Artificer", :options [{:description "You have created eyes of the eagle, providing Perception advantage while attuned. See the DMG for details.", :name "Eyes of the Eagle"} {:description "You have created a gem of brightness, providing light for fun or attack. See the DMG for details.", :name "Gem of Brightness"} {:description "You have created gloves of missile snaring, allowing defense against ranged attacks while attuned. See the DMG for details.", :name "Gloves of Missile Snaring"} {:description "You have created gloves of swimming and climbing, allowing swimming and climbing as easily as walking while attuned. See the DMG for details.", :name "Gloves of Swimming and Climbing"} {:description "You have created a ring of jumping, allowing casting jump at will while attuned. See the DMG for details.", :name "Ring of Jumping"} {:description "You have created a ring of mind shielding, defending against mind readers while attuned. See the DMG for important details.", :name "Ring of Mind Shielding"} {:description "You have created wings of flying, allowing limited flying while attuned. See the DMG for details.", :name "Wings of Flying"}]}, :wondrous-invention-lv-5 {:key :wondrous-invention-lv-5, :name "Wondrous Invention Lv 5", :option-pack "Unearthed Arcana_ Artificer", :options [{:description "You have created an alchemy jug, creating arbitrary liquids by magic. See the DMG for details.", :name "Alchemy Jug"} {:description "You have created a Helm of Comprehending Languages, allowing you to cast comprehend languages at will with an action while worn.", :name "Helm of Comprehending Languages"} {:description "You have created the Lantern of Revealing, creating bright light and revealing invisibility. See DMG for details.", :name "Lantern of Revealing"} {:description "You have created the Ring of Swimming, giving you 40ft of swimming speed while worn.", :name "Ring of Swimming"} {:description "You have created the Robe of Useful Items. See DMG for details.", :name "Robe of Useful Items"} {:description "You have created the Rope of Climbing, 60-ft long magical rope. See DMG for details.", :name "Rope of Climbing"} {:description "You have created the Wand of Magic Detection, allowing the casting of detect magic. See DMG for details.", :name "Wand of Magic Detection"} {:description "You have created the Wand of Secrets, allowing the detection of secret doors. See DMG for details.", :name "Wand of Secrets"}]}, :alchemical-formula-lv-9 {:key :alchemical-formula-lv-9, :name "Alchemical Formula Lv 9", :option-pack "Unearthed Arcana_ Artificer", :options [{:description "Action: pull out a vial of liquid. A creature can drink to regain 1d8 HP, once/long rest. Disappears after 1 hour if not used. Only one can exist at a time.\n\nHealth regained improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of 10d8.", :name "Formula: Healing Draught"} {:description "Action: pull out a smoking stick. Hold it or throw up to 30 ft as part of the same action. A 10-ft radius around the stick is filled with smoke that blocks vision and darkvision. It persists for 1 minute. Must wait 1 minute before using again.", :name "Formula: Smoke Stick"} {:description "Bonus Action: pull out vial with brown liquid. A creature can drink it with an action to increase speed by 20 ft for 1 minute. Vial disappears after 1 minute. Must wait 1 minute before using this formula again.", :name "Formula: Swift Step Draught"} {:description "Action: pull out a bag filled with tar and throw it at the ground within 30 feet of you. It bursts on impact and covers the ground in a 5-foot radius with sticky goo, which turns it into difficult terrain for 1 minute. Any creature beginning a turn in that area has its speed halved for that turn. Must wait 1 minute to use formula again.", :name "Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard and hurl it at something within 30 feet. It explodes with concussive energy. Every creature within 10 ft of the point of impact must succeed on a CON saving throw or be knocked prone and pushed 10 feet away from that point.", :name "Formula: Thunderstone"}]}, :alchemical-formula-lv-3 {:key :alchemical-formula-lv-3, :name "Alchemical Formula Lv 3", :option-pack "Unearthed Arcana_ Artificer", :options [{:description "Action: pull out a vial of liquid. A creature can drink to regain 1d8 HP, once/long rest. Disappears after 1 hour if not used. Only one can exist at a time.\n\nHealth regained improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of 10d8.", :name "Formula: Healing Draught"} {:description "Action: pull out a smoking stick. Hold it or throw up to 30 ft as part of the same action. A 10-ft radius around the stick is filled with smoke that blocks vision and darkvision. It persists for 1 minute. Must wait 1 minute before using again.", :name "Formula: Smoke Stick"} {:description "Bonus Action: pull out vial with brown liquid. A creature can drink it with an action to increase speed by 20 ft for 1 minute. Vial disappears after 1 minute. Must wait 1 minute before using this formula again.", :name "Formula: Swift Step Draught"} {:description "Action: pull out a bag filled with tar and throw it at the ground within 30 feet of you. It bursts on impact and covers the ground in a 5-foot radius with sticky goo, which turns it into difficult terrain for 1 minute. Any creature beginning a turn in that area has its speed halved for that turn. Must wait 1 minute to use formula again.", :name "Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard and hurl it at something within 30 feet. It explodes with concussive energy. Every creature within 10 ft of the point of impact must succeed on a CON saving throw or be knocked prone and pushed 10 feet away from that point.", :name "Formula: Thunderstone"}]}, :alchemical-formula {:key :alchemical-formula, :name "Alchemical Formula", :option-pack "Unearthed Arcana_ Artificer", :options [{:description "Action: pull out a vial of liquid. A creature can drink to regain 1d8 HP, once/long rest. Disappears after 1 hour if not used. Only one can exist at a time.\n\nHealth regained improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of 10d8.", :name "Formula: Healing Draught"} {:description "Action: pull out a smoking stick. Hold it or throw up to 30 ft as part of the same action. A 10-ft radius around the stick is filled with smoke that blocks vision and darkvision. It persists for 1 minute. Must wait 1 minute before using again.", :name "Formula: Smoke Stick"} {:description "Bonus Action: pull out vial with brown liquid. A creature can drink it with an action to increase speed by 20 ft for 1 minute. Vial disappears after 1 minute. Must wait 1 minute before using this formula again.", :name "Formula: Swift Step Draught"} {:description "Action: pull out a bag filled with tar and throw it at the ground within 30 feet of you. It bursts on impact and covers the ground in a 5-foot radius with sticky goo, which turns it into difficult terrain for 1 minute. Any creature beginning a turn in that area has its speed halved for that turn. Must wait 1 minute to use formula again.", :name "Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard and hurl it at something within 30 feet. It explodes with concussive energy. Every creature within 10 ft of the point of impact must succeed on a CON saving throw or be knocked prone and pushed 10 feet away from that point.", :name "Formula: Thunderstone"}]}, :wondrous-invention-lv-15 {:key :wondrous-invention-lv-15, :name "Wondrous Invention Lv 15", :option-pack "Unearthed Arcana_ Artificer", :options [{:description "You have created boots of striding and springing, allowing for better walking and jumping while attuned. See the DMG for details.", :name "Boots of Striding and Springing"} {:description "You have created bracers of archery, providing bow proficiency and +2 to damage rolls while attuned. See the DMG for details.", :name "Bracers of Archery"} {:description "You have created a brooch of shielding, providing resistance to force damage and immunity to magic missile while attuned.", :name "Brooch of Shielding"} {:description "You have created a broom of flying, allowing for... flying. See the DMG for details.", :name "Broom of Flying"} {:description "You have created a hat of disguise, allowing casting disguise self at will while attuned. See the DMG for details.", :name "Hat of Disguise"} {:description "You have created slippers of spider climbing, allowing easy climbing while attuned. See the DMG for details.", :name "Slippers of Spider Climbing"}]}, :tool-proficiency {:key :tool-proficiency, :name "Tool Proficiency", :option-pack "Unearthed Arcana_ Artificer", :options [{:description "You have proficiency via the Artificer class.", :name "Artisan's tools"} {:description "You have proficiency via the Artificer class.", :name "Alchemist's supplies"} {:description "You have proficiency via the Artificer class.", :name "Brewer's supplies"} {:description "You have proficiency via the Artificer class.", :name "Calligrapher's supplies"} {:description "You have proficiency via the Artificer class.", :name "Carpenter's tools"} {:description "You have proficiency via the Artificer class.", :name "Cartographer's tools"} {:description "You have proficiency via the Artificer class.", :name "Cobbler's tools"} {:description "You have proficiency via the Artificer class.", :name "Cook's utensils"} {:description "You have proficiency via the Artificer class.", :name "Glassblower's tools"} {:description "You have proficiency via the Artificer class.", :name "Jeweler's tools"} {:description "You have proficiency via the Artificer class.", :name "Leatherworker's tools"} {:description "You have proficiency via the Artificer class.", :name "Mason's tools"} {:description "You have proficiency via the Artificer class.", :name "Painter's supplies"} {:description "You have proficiency via the Artificer class.", :name "Potter's tools"} {:description "You have proficiency via the Artificer class.", :name "Smith's tools"} {:description "You have proficiency via the Artificer class.", :name "Tinker's tools"} {:description "You have proficiency via the Artificer class.", :name "Weaver's tools"} {:description "You have proficiency via the Artificer class.", :name "Woodcarver's tools"} {:description "You have proficiency via the Artificer class.", :name "Disguise kit"} {:description "You have proficiency via the Artificer class.", :name "Forgery kit"} {:description "You have proficiency via the Artificer class.", :name "Herbalism kit"} {:description "You have proficiency via the Artificer class.", :name "Navigator's tools"} {:description "You have proficiency via the Artificer class.", :name "Poisoner's kit"} {:description "You have proficiency via the Artificer class.", :name "Vehicles (land)"} {:description "You have proficiency via the Artificer class.", :name "Vehicles (water)"}]}, :alchemical-formula-lv-17 {:key :alchemical-formula-lv-17, :name "Alchemical Formula Lv 17", :option-pack "Unearthed Arcana_ Artificer", :options [{:description "Action: pull out a vial of liquid. A creature can drink to regain 1d8 HP, once/long rest. Disappears after 1 hour if not used. Only one can exist at a time.\n\nHealth regained improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of 10d8.", :name "Formula: Healing Draught"} {:description "Action: pull out a smoking stick. Hold it or throw up to 30 ft as part of the same action. A 10-ft radius around the stick is filled with smoke that blocks vision and darkvision. It persists for 1 minute. Must wait 1 minute before using again.", :name "Formula: Smoke Stick"} {:description "Bonus Action: pull out vial with brown liquid. A creature can drink it with an action to increase speed by 20 ft for 1 minute. Vial disappears after 1 minute. Must wait 1 minute before using this formula again.", :name "Formula: Swift Step Draught"} {:description "Action: pull out a bag filled with tar and throw it at the ground within 30 feet of you. It bursts on impact and covers the ground in a 5-foot radius with sticky goo, which turns it into difficult terrain for 1 minute. Any creature beginning a turn in that area has its speed halved for that turn. Must wait 1 minute to use formula again.", :name "Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard and hurl it at something within 30 feet. It explodes with concussive energy. Every creature within 10 ft of the point of impact must succeed on a CON saving throw or be knocked prone and pushed 10 feet away from that point.", :name "Formula: Thunderstone"}]}, :wondrous-invention-lv-10 {:key :wondrous-invention-lv-10, :name "Wondrous Invention Lv 10", :option-pack "Unearthed Arcana_ Artificer", :options [{:description "You have created a bag of beans, allowing for random effects. See the DMG for details.", :name "Bag of Beans"} {:description "You have created a chime of opening, allowing easy access to openable things. See the DMG for details.", :name "Chime of Opening"} {:description "You have created a decanter of endless water, producing water in various amounts. See the DMG for details.", :name "Decanter of Endless Water"} {:description "You have created eyes of minute seeing, allowing excellent sight within 1 foot. See the DMG for details.", :name "Eyes of Minute Seeing"} {:description "You have created a folding boat, allowing for portable naval transportation. See the DMG for details.", :name "Folding Boat"} {:description "You have created (a facsimile of) Heward's Handy Haversack, lightening your load. See the DMG for details.", :name "Heward's Handy Haversack"}]}, :alchemical-formula-lv-14 {:key :alchemical-formula-lv-14, :name "Alchemical Formula Lv 14", :option-pack "Unearthed Arcana_ Artificer", :options [{:description "Action: pull out a vial of liquid. A creature can drink to regain 1d8 HP, once/long rest. Disappears after 1 hour if not used. Only one can exist at a time.\n\nHealth regained improves by 1d8 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of 10d8.", :name "Formula: Healing Draught"} {:description "Action: pull out a smoking stick. Hold it or throw up to 30 ft as part of the same action. A 10-ft radius around the stick is filled with smoke that blocks vision and darkvision. It persists for 1 minute. Must wait 1 minute before using again.", :name "Formula: Smoke Stick"} {:description "Bonus Action: pull out vial with brown liquid. A creature can drink it with an action to increase speed by 20 ft for 1 minute. Vial disappears after 1 minute. Must wait 1 minute before using this formula again.", :name "Formula: Swift Step Draught"} {:description "Action: pull out a bag filled with tar and throw it at the ground within 30 feet of you. It bursts on impact and covers the ground in a 5-foot radius with sticky goo, which turns it into difficult terrain for 1 minute. Any creature beginning a turn in that area has its speed halved for that turn. Must wait 1 minute to use formula again.", :name "Formula: Tanglefoot Bag"} {:description "Action: pull out crystalline shard and hurl it at something within 30 feet. It explodes with concussive energy. Every creature within 10 ft of the point of impact must succeed on a CON saving throw or be knocked prone and pushed 10 feet away from that point.", :name "Formula: Thunderstone"}]}}, :orcpub.dnd.e5/subclasses {:alchemist {:class :artificer, :key :alchemist, :level-modifiers [], :level-selections [{:level 1, :type :alchemical-formula} {:level 3, :type :alchemical-formula-lv-3} {:level 9, :type :alchemical-formula-lv-9} {:level 14, :type :alchemical-formula-lv-14} {:level 17, :type :alchemical-formula-lv-17}], :name "Alchemist", :option-pack "Unearthed Arcana_ Artificer", :traits [{:description "You have created a magical satchel containing everything you need for your Alchemical Formula options. If you lose it, you can create a new one by spending 100gp and 8 hours a day for 3 days.", :name "Alchemist's Satchel"} {:description "To use any Alchemical Formula options, your Alchemist's Satchel must be within reach.\n\nIf any of the options requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.", :name "Alchemical Formula"} {:description "Action: pull out a vial of volatile liquid and throw it at something within 30 ft of you. It detonates in a 5 ft radius and any creature in that area must succeed on a DEX saving throw or suffer 1d6 fire damage.\n\nDamage increases by 1d6 at levels 4, 7, 10, 13, 16, and 19, up to a maximum of 7d6.", :name "Formula: Alchemical Fire"} {:description "Action: pull out a vial of acid and throw it at a target within 30 ft of you. It shatters on impact and that target must succeed on a DEX saving throw or suffer 1d6 acid damage. Objects automatically take the damage AND the damage is maximized.\n\nDamage is increased by 1d6 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of 10d6.", :name "Formula: Alchemical Acid"}]}, :gunsmith {:class :artificer, :key :gunsmith, :level-modifiers [{:type :tool-prof, :value :smiths-tools} {:type :spell, :value {:ability :int, :key :mending}}], :level-selections [], :name "Gunsmith", :option-pack "Unearthed Arcana_ Artificer", :traits [{:description "You have forged a deadly firearm. It is a two-handed ranged weapon that deals 2d6 piercing damage at 150/500 range. Reloading is a bonus action. If lost, another can be rebuilt with 8 hours a day for 3 days and 100gp.", :name "Thunder Cannon"} {:description "You have crafted a leather bag to carry your Thunder Cannon ammunition and accessories. At the end of each long rest, you can create 40 rounds of ammunition from the magazine. After a short rest you can create 10. If you lose the magazine, you can create a new one during a long rest with 25 gp of materials.", :name "Arcane Magazine"} {:description "Action: make a special attack with your Thunder Cannon which deals an extra 1d6 thunder damage. Damage increases by 1d6 at levels 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of 9d6.", :level 3, :name "Thunder Monger"} {:description "Action: make a special attack with your Thunder Cannon. No attack roll; instead, each creature in a 15 foot cone must make a STR saving throw against DC 8 + proficiency + your INT modifier. On failure, they take 2d6 force damage and are pushed 10 feet.\n\nDamage is increased by 1d6 at levels 13 and 17, to a maximum of 4d6.", :level 9, :name "Blast Wave"} {:description "Action: make a special lightning attack with your Thunder Cannon. No attack roll; instead, each creature in a 5-ft wide, 30-ft long area must make a DEX saving throw against DC 8 + proficiency + your INT modifier. On failure, they take 4d6 lightning damage. This increases to 6d6 at level 19.", :level 14, :name "Piercing Round"} {:description "Action: make a special explosive attack with your Thunder Cannon. No attack roll; instead, choose a point within range. The explosive round detonates in a 30-ft radius from that spot. Each creature in the radius must make a DEX saving throw against DC 8 + proficiency + your INT modifier. On failure, the targets take 4d8 fire damage.", :level 17, :name "Explosive Round"}]}}}, "SCAG Subraces (LunaMoonbringer#2094)" {:orcpub.dnd.e5/subraces {:duergar {:abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 120, :key :duergar, :name "Duergar", :option-pack "SCAG SR", :props {:saving-throw-advantage {:charmed true, :paralyzed true}}, :race :dwarf, :traits [{:description "You can speak, read, and write Undercommon.", :name "Extra Language"} {:description "You have advantage on saving throws against illusions and against being charmed or paralyzed.", :name "Duergar Resilience"} {:description "When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.", :name "Duergar Magic"} {:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :scag-variant {:key :scag-variant, :name "SCAG Variant", :option-pack "SCAG SR", :race :half-elf, :traits [{:description "A half-elf of wood elf descent can choose the wood elf's Elf Weapon Training, Fleet of Foot, or Mask of the Wild.", :name "Wood Elf Variant"} {:description "A half-elf of moon elf or sun elf descent can choose the high elf's Elf Weapon Training or Cantrip.", :name "Moon/Sun Elf Variant"} {:description "A half-elf of drow descent can choose the drow's Drow Magic.", :name "Drow Variant"} {:description "A half-elf of aquatic heritage can choose a swimming speed of 30 feet.", :name "Aquatic Variant"}]}, :svirfneblin {:abilities {:orcpub.dnd.e5.character/dex 1}, :darkvision 120, :key :svirfneblin, :name "Svirfneblin", :option-pack "SCAG SR", :race :gnome, :traits [{:description "You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.", :name "Stone Camouflage."} {:description "You can speak, read, and write Undercommon.", :name "Extra Language"}]}}}, "UA - Feats - 6th June 2016 (seanimus.prime#9621)" {:orcpub.dnd.e5/feats {:alchemist {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:\n\n- Increase your Intelligence score by 1, to a maximum of 20.\n\n- You gain proficiency with alchemist’s supplies. If you are already proficient with them, you double your proficiency bonus to checks you make with them.\n\n- As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.\n\n- Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.", :key :alchemist, :name "Alchemist", :option-pack "Unearthed Arcana: Feats (6 June 2016)", :prereqs #{}, :props {:tool-prof-or-expertise {:alchemists-supplies true}}}, :blade-mastery {:ability-increases #{}, :description "You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:\n\n- You gain a +1 bonus to attack rolls you make with the weapon.\n\n- On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.\n\n- When you make an opportunity attack with the weapon, you have advantage on the attack roll.", :key :blade-mastery, :name "Blade Mastery", :option-pack "Unearthed Arcana: Feats (6 June 2016)", :prereqs #{}}, :burglar {:ability-increases #{:orcpub.dnd.e5.character/dex}, :description "You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:\n\n- Increase your Dexterity score by 1, to a maximum of 20.\n\n- You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.", :key :burglar, :name "Burglar", :option-pack "Unearthed Arcana: Feats (6 June 2016)", :prereqs #{}, :props {:tool-prof-or-expertise {:thieves-tools true}}}, :fell-handed {:ability-increases #{}, :description "You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them: \n\n- You gain a +1 bonus to attack rolls you make with the weapon.\n\n- Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.\n\n- Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit.\n\n- If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.", :key :fell-handed, :name "Fell Handed", :option-pack "Unearthed Arcana: Feats (6 June 2016)", :prereqs #{}}, :flail-mastery {:ability-increases #{}, :description "The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits.\n\n- You gain a +1 bonus to attack rolls you make with the weapon.\n\n- As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.\n\n- When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.", :key :flail-mastery, :name "Flail Mastery", :option-pack "Unearthed Arcana: Feats (6 June 2016)", :prereqs #{}}, :gourmand {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:\n\n- Increase your Constitution score by 1, to a maximum of 20.\n\n- You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.\n\n- As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.\n\n- During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.", :key :gourmand, :name "Gourmand", :option-pack "Unearthed Arcana: Feats (6 June 2016)", :prereqs #{}, :props {:tool-prof-or-expertise {:cooks-utensils true, :thieves-tools false}}}, :master-of-disguise {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:\n\n- Increase your Charisma score by 1, to a maximum of 20.\n\n- You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.\n\n- If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.", :key :master-of-disguise, :name "Master of Disguise", :option-pack "Unearthed Arcana: Feats (6 June 2016)", :prereqs #{}, :props {:tool-prof-or-expertise {:cooks-utensils false, :disguise-kit true, :thieves-tools false}}}, :spear-mastery {:ability-increases #{}, :description "Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.\n\n- You gain a +1 bonus to attack rolls you make with a spear.\n\n- When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)\n\n- You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.\n\n- As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.", :key :spear-mastery, :name "Spear Mastery", :option-pack "Unearthed Arcana: Feats (6 June 2016)", :prereqs #{}}}}, "5eHB - RaceClassFeat - (woahwhatjusthappened#8383)" {:orcpub.dnd.e5/classes {:arcanist {nil nil, :key :arcanist, :level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :armor-prof, :value :shields} {:type :weapon-prof, :value :quarterstaff} {:type :weapon-prof, :value :crossbow-light} {:level 5, :type :num-attacks, :value 2}], :name "Arcanist", :subclass-level 1, :option-pack "Homebrew", :subclass-title "Craft", :level-selections [{:level 3, :type :arcane-companion} {:level 20, :type :arcane-evolution}], :spellcasting {:ability :orcpub.dnd.e5.character/int, :known-mode :schedule, :level-factor 1, :spell-list {1 #{:armor-of-agathys :create-or-destroy-water :tensers-floating-disk :detect-magic :shield :feather-fall :detect-evil-and-good :grease :magic-missile :witch-bolt :identify :chaos-bolt :cause-fear :longstrider :comprehend-languages :disguise-self :heroism :unseen-servant :speak-with-animals :faerie-fire :false-life :dissonant-whispers :expeditious-retreat :absorb-elements :find-familiar :sanctuary :illusory-script :detect-poison-and-disease :color-spray :jump :goodberry :silent-image :chromatic-orb}, 2 #{:magic-mouth :crown-of-madness :calm-emotions :arcane-lock :blindness-deafness :mind-spike :dust-devil :zone-of-truth :silence :rope-trick :protection-from-poison :continual-flame :enhance-ability :lesser-restoration :enlarge-reduce :shatter :nystuls-magic-aura :darkvision :alter-self :suggestion :moonbeam :see-invisibility :detect-thoughts :levitate :locate-object :mirror-image :find-traps :blur :pyrotechnics :invisibility :aganazzar-s-scorcher :aid :spider-climb :knock :web :misty-step}, 3 #{:sending :counterspell :blink :water-breathing :melf-s-minute-meteors :remove-curse :dispel-magic :tiny-servant :summon-lesser-demons :nondetection :hypnotic-pattern :meld-into-stone :glyph-of-warding :haste :life-transference :fly :tongues :magic-circle :major-image :slow :wall-of-sand :wall-of-water :lightning-bolt :plant-growth :protection-from-energy :fireball :wind-wall :bestow-curse :speak-with-dead :beacon-of-hope :leomunds-tiny-hut :phantom-steed :gaseous-form}, 4 #{:dimension-door :summon-greater-demon :fabricate :hallucinatory-terrain :blight :leomunds-secret-chest :conjure-minor-elementals :banishment :polymorph :storm-sphere :locate-creature :control-water :wall-of-fire :mordenkainens-faithful-hound :giant-insect :freedom-of-movement :mordenkainens-private-sanctum :otilukes-resilient-sphere :greater-invisibility :arcane-eye :compulsion}, 5 #{:creation :greater-restoration :seeming :passwall :animate-objects :mass-cure-wounds :transmute-rock :awaken :wall-of-light :control-winds :infernal-calling :teleportation-circle :dream :flame-strike :bigbys-hand :legend-lore :wall-of-force :hallow :mislead :conjure-elemental :wall-of-stone :contact-other-plane :reincarnate :modify-memory :telekinesis :geas :circle-of-power :skill-empowerment}, 6 #{:tenser-s-transformation :planar-ally :globe-of-invulnerability :programmed-illusion :chain-lightning :mass-suggestion :magic-jar :wall-of-ice :forbiddance :scatter :arcane-gate :drawmijs-instant-summons :mental-prison :flesh-to-stone :ottos-irresistible-dance :create-homunculus :wind-walk :heal :word-of-recall :contingency :conjure-fey :guards-and-wards :eyebite :primordial-ward :soul-cage}, 7 #{:sequester :prismatic-spray :conjure-celestial :symbol :mordenkainens-magnificent-mansion :forcecage :delayed-blast-fireball :plane-shift :project-image :reverse-gravity :etherealness :teleport :mirage-arcane :fire-storm :resurrection}, 8 #{:feeblemind :illusory-dragon :clone :telepathy :maze :maddening-darkness :demiplane :mind-blank :antimagic-field :incendiary-cloud}, 9 #{:meteor-swarm :imprisonment :invulnerability :astral-projection :true-polymorph :wish :time-stop :gate :prismatic-wall :true-resurrection :mass-polymorph}}, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int true}, :skill-expertise-options {:choose 1, :options {:arcana true, :history true, :insight true, :investigation true, :medicine true, :nature true, :religion true}}, :skill-options {:choose 3, :options {:religion true, :persuasion false, :investigation true, :acrobatics false, :perception true, :history true, :animal-handling false, :nature true, :deception false, :intimidation false, :arcana true, :athletics false, :insight false, :medicine true}}}, :hit-die 6, :traits [{:description "You gain the ability to take a new form due to your extended exposure to raw arcane energy for prolonged periods of time.", :level 20, :name "Arcane Evolution"}]}}, :orcpub.dnd.e5/feats {:attunement-expert {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "Increase your Intelligence score by 1 (maximum of 20). Attuning to a magic item only requires 1 minute of uninterrupted focus, instead of a short rest. You can be attuned to four items, instead of three. When regaining charges from magic items, you can reroll if the result is a 1, taking the new result.", :key :attunement-expert, :name "Attunement Expert", :option-pack "Homebrew", :prereqs #{:orcpub.dnd.e5.character/int :spellcasting}, :props {:skill-prof-or-expertise {:arcana true}}}, :elemental-focus {:ability-increases #{}, :description "Upon taking this feat, choose one type of damage (approved by the DM), you can now choose to make any spell you cast deal this type in place of one other damage type the spell normally deals", :key :elemental-focus, :name "Elemental Focus", :option-pack "Homebrew", :prereqs #{:spellcasting}}}, :orcpub.dnd.e5/languages {:aquan {:description "The language of water elementals", :key :aquan, :name "Aquan", :option-pack "Homebrew"}, :auran {:description "The language of air elementals", :key :auran, :name "Auran", :option-pack "Homebrew"}, :ignan {:description "The language of fire elementals", :key :ignan, :name "Ignan", :option-pack "Homebrew"}, :mimicry {:description "You cannot produce sounds of your own, but you can mimic any sounds you have heard throughout the course of your life.", :key :mimicry, :name "Mimicry", :option-pack "Homebrew"}, :terran {:description "The language of earth elementals", :key :terran, :name "Terran", :option-pack "Homebrew"}}, :orcpub.dnd.e5/races {:changeling {:key :changeling, :speed 30, :name "Changeling", :darkvision 60, :spells [{:level 1, :value {:ability :cha, :key :polymorph, :level 4}}], :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Homebrew", :profs {:skill-options {:choose 2}}, :languages #{"Common" "Dwarvish" "Elvish"}, :props {:skill-prof {:deception true}}, :traits [{:description "As an action, you can polymorph into any humanoid of your size that you have seen or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.", :name "Shapeshifter"}]}, :nature-guardian {:key :nature-guardian, :speed 35, :name "Nature Guardian", :darkvision 60, :spells [{:value {:ability :wis, :key :druidcraft}} {:level 1, :value {:ability :wis, :key :speak-with-animals, :level 1}} {:level 6, :value {:ability :wis, :key :speak-with-plants, :level 3}}], :abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Homebrew", :profs {:skill-options {:choose 2, :options {:animal-handling false, :insight true, :medicine true, :nature false, :perception true, :religion true, :stealth true, :survival true}}}, :languages #{"Sylvan"}, :props {:damage-resistance {:psychic false}, :lizardfolk-ac true, :skill-prof {:animal-handling true, :nature true}, :weapon-prof {:quarterstaff true, :shortbow true}}, :traits [{:description "You lack the ability to speak common, but have the ability to cast speak with animals at will. At level 6 you gain the ability to cast Speak with Plants once per long rest. You learn common at level 10, but only if you spend 30000 gold and 8 hours every day for 1 month being enchanted by a druid with the ability to cast at least one 5th level spell. After this ritual, you can speak common but when speaking common you speak with the voice of one creature (other than yourself) who must be present for the ritual each day (generally the druid performing the ritual uses their voice but you may choose someone else)", :name "One with Nature"} {:description "You are a being made of wood and organic plant material. Your kind are extremely rare and are created when a druid dies but has such a strong force of will that their spirit imbues with the plants that surround them. You have very few memories of your past life and the few that you have may be interpreted as dreams. ", :name "Race Explanation"} {:description "You do not need to eat or drink. When you take a long rest you revert to a plant of your choice for 4 hours after which you gain the benefits of a long rest. While in this plant form you are aware of your surroundings but cannot communicate. If you choose to end the long rest early you must take three rounds (18 seconds) to revert to your normal state.", :name "Nature's Life Force"}]}, :sprite {:key :sprite, :speed 5, :name "Sprite", :spells [{:value {:ability :wis, :key :druidcraft}} {:value {:ability :wis, :key :faerie-fire, :level 1}} {:value {:ability :wis, :key :animal-friendship, :level 1}}], :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str -1, :orcpub.dnd.e5.character/wis 1}, :size :small, :option-pack "Homebrew", :profs {:skill-options {:choose 3, :options {:acrobatics true, :animal-handling true, :arcana true, :nature true, :perception true, :religion true, :stealth true}}}, :languages #{"Common" "Druidic" "Elvish" "Sylvan"}, :props {:damage-resistance {:psychic false}, :flying-speed 35, :lizardfolk-ac true, :tortle-ac false}, :traits [{:description "Upon touching a creature you learn their current mood, if they fail a DC 10 Wisdom Saving Throw you also learn their alignment and their surface thoughts at the time", :name "Heart Sight"}]}}, :orcpub.dnd.e5/selections {:arcane-companion {:key :arcane-companion, :name "Arcane Companion", :option-pack "Homebrew", :options [{:description "You have had an alchemical breakthrough allowing you to create a brand new type of ooze! ", :name "Blue Jelly"} {:description "You have created a mechanical construct of your design, discuss this with your DM.", :name "Small Construct"} {:description "You have imbued an object you own with a soul of a fallen ally (or foe). This object cannot be a weapon.", :name "Sentient Object"} {:description "You have employed the service of a small fey creature that takes the shape of a woodland animal. You may speak telepathically with the creature as long as it is within 60 ft of you. It cannot speak verbally.", :name "Woodland Creature"} {:description "An imp has bregudingly signed a contract with you. It speaks common and infernal. The DM controls its actions. It may act freely but its actions cannot be to the potential detriment of you or any allies you designate.", :name "Imp"}]}, :arcane-evolution {:key :arcane-evolution, :name "Arcane Evolution", :option-pack "Homebrew", :options [{:description "Choose one beast of CR 4 or lower. You may now transform into that beast at will.", :name "Lycanthropy"} {:description "You gain the Sunlight Sensitivity feature of Drow, when you are reduced to zero hit points you become a cloud of mist and return to a coffin of your choice. The only way to die is to have your coffin sufficiently desecrated or have you mist form be hit with sunbeam.", :name "Vampiric Blood"} {:description "You become a being of pure Arcane energy, you can convert spell slots into hit points. You do not need to sleep, eat, or drink. 1st = 10, 2 = 20, 3rd = 30, 4th = 40, 5th = 50, 6th = 60, 7th = 70, 8th = 80, 9th = 90. You can use this feature to transmute a number of spell slots equal to your half your intelligence modifier rounded up per long rest.", :name "Arcane Being"} {:description "You designate an object that is not of very rare quality or higher. Upon death your soul is placed inside of the object. Speak to the DM about the statistics that your magic item form will have.", :name "Sentient Magic Item"}]}, :breakthrough {:key :breakthrough, :name "Breakthrough", :option-pack "Homebrew", :options [{:description "Your bottles cannot be broken, when one of your potions is consumed it's bottle appears in a designated place of your choice, each bottle has a magical symbol of your design that can be used to identify it was made by you. Your potion costs are changed to the following: 15 Gold per simple, 30 per convoluted, 150 per complex, 750 per extraordinary ", :name "Design"} {:description "You can now have one extra batch of active potions at a time.", :name "Number"} {:description "Your companion gains two attributes of your choices at the DM's discretion.", :name "Companion"}]}, :complex-potions {:key :complex-potions, :name "Complex Potions", :option-pack "Homebrew", :options [{:description "This blue liquid sloshes around as if it was part of the sea itself and takes an action to consume. When consumed you gain a swimming speed equal to your walking speed and you gain the ability to breathe underwater.", :name "Philter of Aquatic Adaptation"} {:description "This bottle of red viscous liquid is warm to the touch and takes a bonus action to consume. It heals 8d4 + 8 hit points upon consumption.", :name "Potion of Superior Healing"} {:description "This liquid continuously shifts back and forth from black to white and takes an action to consume. When this potion is consumed your mind travels to with commune an otherworldly being. You have up to four questions you can ask them. When you return make a DC 15 Con saving throw or take 6d10 Psychic damage.", :name "Brew of Otherworldly Knowledge"} {:description "This strong-tasting orange liquid takes an action to consume. The effects of this potion last for 1 minute. You succeed on all strength checks and saving throws automatically but after the potions wears off you automatically fail all strength checks and saving throws for the next 24 hours.", :name "Concoction of Bull Strength"} {:description "This icy blue liquid is cold to the touch and takes an action to consume. The effects of this potion last for 1 minute. You succeed on all Dex checks and saving throws automatically but after the potions wears off you automatically fail all Dex checks and saving throws for the next 24 hours.", :name "Elixir of Cat's Grace"} {:description "This clear blue-tinged brew has clouds of white floating within it and takes an action to consume. The effects of this potion last for 1 minute. You gain a flying speed of 50 ft for the duration.", :name "Brew of Flight"} {:description "The purple liquid with gold flakes inside this vial seems to blink in and out of existence and takes an action to consume. The effects of this potion last for 1 minute. While under these effects, at the end of each turn you roll a d20, on a roll of 11 or higher you blink out of existence until the beginning of your next turn.", :name "Potion of Planar Warping"}]}, :convoluted-potions {:key :convoluted-potions, :name "Convoluted Potions", :option-pack "Homebrew", :options [{:description "This lilac elixir takes an action to feed to someone or a bonus action to consume. When consumed the elixir ends either one disease or one condition afflicting it of the DM's choice. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.", :name "Elixir of Restoration"} {:description "This vibrant red potion takes an action to consume. The effects of this potion last for 1 hour. When consumed your hit point maximum increases by 15 and you cannot be frightened for the duration.", :name "Potion of Bolstering"} {:description "This bottle of red viscous liquid is warm to the touch and takes a bonus action to consume. It heals 4d4 + 4 hit points upon consumption.", :name "Potion of Greater Healing"} {:description "This swirling grey concoction takes an action to consume. Its effects last for 1 minute. You gain a climbing speed equal to your walking speed and can walk on walls and ceilings.", :name "Mixture of Scaling"} {:description "This blue liquid sloshes around as if it was part of the sea itself and takes an action to consume. When consumed you gain a swimming speed equal to your walking speed and you gain the ability to breathe underwater.", :name "Philter of Aquatic Adaptation"} {:description "This nearly invisible liquid takes an action to consume. The effects of this potion last until you cast a spell or make an attack, up to 1 hour. You become invisible for the duration of the potion.", :name "Elixir of Invisibility"} {:description "This leaf green liquid takes an action to consume. The effects of this potion last for 1 hour. For the duration you gain the ability to speak with plants and animals, but lose the ability to speak other languages.", :name "Brew of Primal Speech"} {:description "This bottle of bright green liquid smells of salted meats and takes an action to consume. The effects of this potion last for 24 hours. While under the effects of this potion you do not need to eat or drink.", :name "Potion of Sustenance"}]}, :extraordinary-potions {:key :extraordinary-potions, :name "Extraordinary Potions", :option-pack "Homebrew", :options [{:description "This potion must be separated equally into two vials before consumption. If two different creatures drink this potion at the same time an extricable link is formed between them. Their hitpoint maximums get added together into one hit point maximum and neither falls unconscious until the full pool is depleted. Once the pool is depleted they must fail 3 death saving throws between both of them (they both roll) in order to die or succeed 6 to get up with 2 hitpoints. They may communicate telepathically if they are within 120ft. You may only have one instance of this potion active at a time.", :name "Brew of Connection"} {:description "This smooth, comforting red liquid takes an action to consume. When you consume this potion roll a d20, on a roll of 5 or lower you age 1d10 years, on a roll of 6 or higher you grow 1d10 years younger to a minimum of the age that you were when you first drank this potion. This elixir costs an extra 1000 gold to make.", :name "Elixir of Life"} {:description "This slimy, green liquid seems to fade gently when raised to the sun and takes three actions to apply to your body. The effects of this oil last 10 minutes. For the duration you exist on the ethereal plane and cannot move back and forth, while on this plane you can view the material plane but cannot interact with it. You may move through walls and other solid objects. This elixir costs an extra 2000 gold to make", :name "Oil of Ethereal Nature"} {:description "This opaque white liquid takes an action to feed to someone else or a bonus action to consume. When consumed you may do one of the following: Reduce your Exhaustion by one level, Cure a charm or petrification, end one curse, undo a reduction to a targets ability scores, or remove an effect reducing your hit point maximum. This potion only costs 200 gold to make", :name "Philter of Recovery"} {:description "This blue liquid has small bolts of electricity arcing from place to place and takes an action to drink. When consumed, you do not need to sleep for the next 24 hours and instead gain the benefits of a long rest from relaxing for 4 hours (or 2 hours if you have the trance feature). In order to brew this potion you must place some of your energy into it, you suffer one level of exhaustion for every Elixir of Energy you make, which can be removed through the usual means.", :name "Elixir of Energy"}]}, :simple-potions {:key :simple-potions, :name "Simple Potions", :option-pack "Homebrew", :options [{:description "This vial of light blue liquid seems to be constantly moving in some way and takes an action to consume. Its effects last for 10 minutes. While under the effects of this potion your movement speed increases by 15 feet.", :name "Elixir of Celerity"} {:description "This bottle of red viscous liquid is warm to the touch and takes a bonus action to consume. It heals 2d4 + 4 hit points upon consumption.", :name "Potion of Healing"} {:description "This flask of clear liquid gently floats within the flask and takes an action to consume. The effects of this potion last for 10 minutes. While under the effects of this potion you fall at a gentle speed of 30 ft per turn. ", :name "Philter of Slow Fall"} {:description "This flask of murky crimson liquid smells of dirt and takes an action to consume. The effects of this potion last 8 hours. While under the effects of this potion you have an armor class of 15 + your intelligence modifier.", :name "Brew of Protection"} {:description "This bottle of bright green liquid smells of your favorite food and takes an action to consume. The effects of this potion last for 24 hours. While under the effects of this potion you do not need to eat or drink.", :name "Potion of Sustenance"} {:description "This vial of translucent dark blue liquid swirls rapidly when you view it directly and takes an action to consume. The effects of this potion last for one hour. While under the effects of this potion you may use your action on each of your turns to attempt to end a charm effect. You must make a wisdom saving throw equal or higher than the opposing DC. If you fail you may not use this ability on that effect again until you finish a long rest.", :name "Philter of Calming"} {:description "This vial of pure black liquid smells faintly of blood and takes an action to consume. The effects of this potion last for 8 hours. While under the effects of this potion you gain darkvision of 60 ft. If you already possess darkvision it extends by 60 ft. ", :name "Potion of Dark Sight"} {:description "This flask of light brown liquid stays still within the flask when you view it but adjust properly as soon as you look away and takes an action to consume. The effects of this potion last for 1 hour. While under the effects of this potion you cannot be surprised and have blindsight out to 20 ft.", :name "Brew of Awareness"}]}}, :orcpub.dnd.e5/subclasses {:alchemist {:class :arcanist, :key :alchemist, :level-modifiers [{:level 5, :type :damage-resistance, :value :poison} {:level 8, :type :damage-resistance, :value :acid} {:level 5, :type :num-attacks, :value 2} {:level 11, :type :num-attacks, :value 3} {:level 6, :type :saving-throw-advantage, :value :poisoned} {:level 13, :type :saving-throw-advantage, :value :paralyzed} {:level 17, :type :saving-throw-advantage, :value :petrified} {:type :tool-prof, :value :alchemists-supplies} {:level 3, :type :spell, :value {:ability :int, :key :fire-bolt}} {:level 3, :type :spell, :value {:ability :int, :key :mending}} {:level 3, :type :spell, :value {:ability :int, :key :prestidigitation}}], :level-selections [{:num 5, :type :simple-potions} {:level 10, :type :breakthrough} {:level 6, :num 4, :type :convoluted-potions} {:level 10, :num 3, :type :complex-potions} {:level 14, :num 2, :type :extraordinary-potions}], :name "Alchemist", :option-pack "Homebrew", :profs {:skill-expertise-options {:choose 2, :options {:religion false, :persuasion true, :investigation true, :acrobatics false, :performance false, :perception false, :sleight-of-hand false, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation false, :arcana true, :athletics false, :insight true, :medicine true, :stealth false}}, :skill-options {:choose 1, :options {:religion false, :persuasion true, :investigation true, :acrobatics false, :performance false, :perception false, :sleight-of-hand false, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation false, :arcana true, :athletics false, :insight true, :medicine true, :stealth false}}}, :traits [{:description "You have begun learning the art of potion brewing. You unlock new potions at 6th, 10th, 14th, and 18th level. You may brew a batch of potions up to your proficiency bonus + half your intelligence modifier (rounded up) over the course of 1 week of work uninterrupted. You may have a number of potions equal to your batch number active at any given time. Simple Potions cost 25 gold each, Convoluted Potions cost 50 gold each, Complex Potions cost 250 gold each, Extraordinary Potions cost 1000 Gold each.", :name "Potion Brewing"} {:description "You have an advanced understanding of alchemy and can cast the identify spell as a ritual but you may only target potions when casting the spell using this feature. You also may now have a number of potions up to double your batch number prepared at any given time.", :level 6, :name "Advanced Understanding"} {:description "You have a sudden breakthrough due to extensive research on one topic. Choose a breakthrough from the table. If a breakthrough contradicts a general rule of the class, follow the breakthrough's wording.", :level 10, :name "Alchemical Epiphany"} {:description "Choose one potion from your full list, from now on when brewing this potion you may pay 4/5 cost. You have one extra batch that is only allowed to hold this type of potion or variations at the DM's discretion. You may sell this type of potion at its normal brewing cost, no higher.", :level 14, :name "Signature Brew"} {:description "You may now have a number of potions equal to triple your batch number active at any time.", :level 16, :name "Greater Batch Size"} {:description "You may design up to 3 potions of your own choosing (each must have the DM's approval). These potions should be of roughly equal power with Extraordinary Potions. These potions each cost 1000 gold base plus an amount decided by your DM determined by how powerful they are.", :level 18, :name "Unfathomable Reaches"}]}, :scholar {:class :arcanist, :key :scholar, :level-modifiers [{:level 3, :type :damage-resistance, :value :psychic} {:level 3, :type :spell, :value {:ability :int, :key :eldritch-blast}}], :name "Scholar", :option-pack "Homebrew", :profs {:skill-expertise-options {:choose 2, :options {:religion true, :persuasion true, :investigation true, :acrobatics true, :survival true, :history true, :nature true, :arcana true, :insight true, :medicine true}}, :skill-options {:choose 3, :options {:religion true, :persuasion true, :investigation true, :acrobatics true, :survival true, :history true, :nature true, :arcana true, :insight true, :medicine true}}}, :traits [{:description "You have advantage on concentration checks as well as an additional +5 bonus. When you take psychic damage, you may extract one piece of lore from the enemy who damaged you. This can b any surface thought. If you want to know something that they aren't thinking about you must make an Intelligence check. The DC is at DM's discretion but must be clearly stated before the roll.", :level 2, :name "Honed Thought "} {:description "You gain the ability to travel through rifts in energy. Once per turn, you may use an action to teleport up to 30 ft to an unoccupied space. You may use this ability a number of times equal to your intelligence modifier per long rest.", :level 6, :name "One with the Arcane"} {:description "You can attempt to discern knowledge from the thoughts of those across the world. You may partake in an 8 hour ritual in order to learn a piece of lore of your choosing, before the question is asked the DM must roll a d20 to discover whether the lore you learn is true or fake. On an even roll the lore is true, on an odd number it is false. On a 20 you gain helpful insight, on a 1 you gain what seems to be helpful insight.", :level 10, :name "Otherworldly Thought"} {:description "You are immune to being charmed and frightened. You may choose whether your spells do psychic damage or normal damage. You must choose this when you take this feature and it can only be changed during a long rest. When you deal psychic damage you implant a bead of yourself within someone's mind. You always know where they are, what they are thinking, and how to get to them. This bead fades after 7 days. You can scry on them at will, without expending a spell slot.", :level 14, :name "Separation of Mind and Body"} {:description "Spell Surge-\n\nYou now have Spell Surge Die represented by a pool of d6s equal to a quarter of your total level, rounded up, (Minimum of one) you may expend these die when casting a spell and add it to the attack roll or damage. You can spend a number of die up to your intelligence modifier at one time.\n\nYou also now have the ability to double a spells range (Stacks with feature such as Spell Sniper), you may do this a number of times equal to intelligence modifier. This feature recharges after a short or long rest or when you cast an 8th level spell or higher. Before you make a spell attack, you can choose to take a -5 penalty to the attack roll. If the spell hits, you add +10 to its damage.", :level 7, :name "Spell Surge"} {:description "You learn the art of creating spell scrolls. Use the Xanathar's spell scroll crafting mechanics for this feature.", :level 5, :name "Spell Scroll Crafting"}]}}}, "KP - Deep Magic - Battle Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/feats {:arcane-charger {:ability-increases #{}, :prereqs #{}, :option-pack "KP Battle Magic", :name "Arcane Charger", :description "Prerequisite: Must be able to cast at least one cantrip.\nWhen you Dash as an action, you can cast a touch cantrip using your bonus action. If you move at least 10 ft in a straight line and hit with your cantrip, you can either get a +5 bonus to damage or push the target 10 ft from you.", :key :arcane-charger}, :arms-booster {:ability-increases #{}, :prereqs #{:spellcasting}, :name "Arms Booster", :option-pack "KP Battle Magic", :description "You can channel the power of your spells into an ally’s weapon. By touching a weapon and expending a spell slot of 1st level or higher as an action, the weapon becomes temporarily magical for a number of rounds equal to the level of the spell slot expended.\nThe weapon counts as magical and gains a +1 bonus to damage rolls but gains no bonus to attack rolls. This effect ends when the duration expires, when you lose your concentration, or when you cast a spell that requires your concentration. You must complete a short or long rest before you can use arcane infusion again.", :key :arms-booster}, :battlecaster {:ability-increases #{}, :prereqs #{:spellcasting}, :name "Battlecaster", :option-pack "KP Battle Magic", :description "You are skilled at casting spells with a weapon in hand.\n• You can use a weapon that you’re proficient with as a spellcasting focus.\n• When wielding a magical weapon that you’re proficient with and that provides a bonus to hit and damage, you can also add that weapon’s bonus to damage rolls for spells you cast.\n• You gain proficiency with a simple or martial weapon of your choice.", :key :battlecaster}, :eldritch-lifesaver {:ability-increases #{}, :prereqs #{:spellcasting}, :name "Eldritch Lifesaver", :option-pack "KP Battle Magic", :description "You’ve learned to cannibalize the power of your spells to reinvigorate your allies. As a bonus action, you can expend a spell slot of 1st level or higher to heal yourself or an ally within 30 feet. The number of hit points healed equals the level of the expended slot. In addition, the target gains temporary hit points equal to your spellcasting ability modifier.\nYou must finish a long rest before you can use eldritch lifesaver again.", :key :eldritch-lifesaver}, :elemental-trapper {:ability-increases #{}, :prereqs #{:spellcasting}, :name "Elemental Trapper", :option-pack "KP Battle Magic", :description "Your spells that do elemental damage leave a lingering danger on the battlefield. When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you cast a spell of 1st level or higher that does the chosen type of damage, you can choose to leave behind an elemental cloud that fills the same area as the original spell. Spells that target individuals create a 5-foot-diameter cloud in the target’s space. The cloud is stationary and lasts until the start of your next turn. Creatures that end their turn inside an elemental cloud take damage of the cloud’s type equal to your spellcasting ability modifier + the level of the spell slot expended when the spell was cast.", :key :elemental-trapper}, :inspirational-caster {:ability-increases #{}, :prereqs #{:spellcasting :orcpub.dnd.e5.character/cha}, :name "Inspirational Caster", :option-pack "KP Battle Magic", :description "Your impressive and inspiring spells rally allies to your cause.\n• You gain proficiency in your choice of Intimidation or Persuasion.\n• If you target allies with a spell that does not cause damage, those allies gain advantage on saving throws to resist effects that cause charm or fear for a number of rounds equal to your Charisma ability modifier, in addition to the normal effect of the spell.", :key :inspirational-caster}, :merciful-caster {:ability-increases #{}, :prereqs #{:spellcasting}, :name "Merciful Caster", :option-pack "KP Battle Magic", :description "You are skilled at taking prisoners through the use of even deadly magic. When damage from one of your spells drops a creature to 0 hit points, you can choose to knock that creature unconscious instead of killing it. You must complete a long rest before merciful caster can be used again.", :key :merciful-caster}, :resolute-caster {:ability-increases #{}, :prereqs #{:spellcasting}, :name "Resolute Caster", :option-pack "KP Battle Magic", :description "Your magic takes on a life of its own when it matters most. Your spells with a duration of concentration remain in effect after you lose concentration until the start of your next turn. This is true whether you lost concentration from taking damage, from being knocked unconscious, or even from being killed. (In the case of your death, the spell ends at the point when your next turn would have begun, if you were alive to take it.)", :key :resolute-caster}}, :orcpub.dnd.e5/spells {:mass-blade-ward {:description "You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the targets have resistance against bludgeoning, piercing, and slashing damage from weapon attacks. If a target moves farther than 30 feet from you, the effect ends for that creature.", :key :mass-blade-ward, :school "abjuration", :name "Mass Blade Ward", :duration "1 round", :level 2, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :fault-line {:description "This spell thrusts the ground sharply upward along a 60-foot line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in an affected space are knocked prone and take 8d6 bludgeoning damaging. Creatures that make a successful Dexterity saving throw take half damage and are not knocked prone. This spell doesn’t damage permanent structures.", :key :fault-line, :school "evocation", :name "Fault Line", :duration "Permanent", :level 6, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 reaction", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "self"}, :sudden-dawn {:description "You call upon morning to arrive ahead of schedule.\nWith a sharp word, you create a 60-foot-diameter cylinder of light centered on a point within range. The area inside the cylinder is brightly lit. The light stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.", :key :sudden-dawn, :school "evocation", :name "Sudden Dawn", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "100 feet"}, :hobble-mount {:key :hobble-mount, :school "necromancy", :name "Hobble Mount", :duration "Concentration, up to 1 hour", :level 1, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true, :material-component "When you cast hobble mount as a successful melee attack spell against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can't move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.\nThis spell has no effect on a creature that your GM deems to not be a mount.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. "}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer false, :warlock true, :wizard true}, :range "touch"}, :shared-sacrifice {:description "You join your life force to that of up to five allies. Each target takes 5 necrotic damage that can’t be reduced but can be healed normally, as they channel their energy into a pool of life essence containing the donated hit points. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and channeling hit points from the pool into the injured creature. The injured creature heals hit points equal to your spellcasting ability modifier, and the hit points remaining in the pool decrease by the same amount. This can be repeated until all the hit points in the pool are gone or the spell’s duration expires.", :key :shared-sacrifice, :school "evocation", :name "Shared Sacrifice", :duration "1 hour", :level 2, :option-pack "KP Battle Magic", :components {:verbal true, :somatic true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :curse-of-incompetence {:description "With mocking gestures, you leave the target incapable of performing at or even near its best. If the target fails an Intelligence saving throw, then for the spell’s duration, it has disadvantage on Intelligence, Wisdom, and Charisma checks made to direct a battle, determine tactics, or give directions or orders to other creatures. Additionally, each time the target gives commands, directions, or orders to other creatures, those creatures must roll a d4 and subtract the result from their Initiative as they struggle to comprehend and implement the confusing new directions. This applies to command abilities such as the orc war chief ’s Battle Cry and the hobgoblin warlord’s Leadership.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum duration increases by 1 minute for each slot level above 3rd.", :key :curse-of-incompetence, :school "necromancy", :name "Curse of Incompetence", :duration "Concentration, up to 1 minute", :level 3, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "120 feet"}, :trench {:description "With scooping gestures, you cause the ground to slowly sink into a trench 5 feet deep, 5 feet across, and 60 feet long. The trench forms slowly enough that enemies have no chance of falling into it.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the trench’s width increases by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.", :key :trench, :school "transmutation", :name "Trench", :duration "Permanent", :level 2, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :wresting-wind {:description "By blowing a pinch of confetti from your cupped hand, you create a burst of air that can tear weapons out of the hands of your enemies. Each enemy within 20 feet of the point you target must make a successful Strength saving throw or drop everything held in their hands. The objects land 10 feet away from the creatures who dropped them, in a random direction.", :key :wresting-wind, :school "evocation", :name "Wresting Wind", :duration "Instantaneous", :level 2, :option-pack "KP Battle Magic", :components {:material-component "a handful of paper confetti", :somatic true, :verbal true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard false}, :range "90 feet"}, :adjust-positioning {:description "You adjust the location of an ally to a better tactical position. You move one willing creature 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting or gating), so there can be no physical blockage (wall, door) between them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.", :key :adjust-positioning, :school "transmutation", :name "Adjust Positioning", :duration "Instantaneous", :level 1, :option-pack "KP Battle Magic", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :walking-wall {:description "This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can’t Dash. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall’s movement and attacks as a bonus action. If you choose not to direct it, the wall continues executing the last command you gave it. The wall can’t use reactions. Each successful attack does 4d6 slashing damage, and the damage is considered magical. The walking wall can be attacked. It has AC 12, 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If reduced to 0 hit points or when the spell’s duration ends, the wall disappears and the 100 miniature axes fall to the ground in a tidy heap.", :key :walking-wall, :school "transmutation", :name "Walking Wall", :duration "Concentration, up to 10 minutes", :level 7, :option-pack "KP Battle Magic", :components {:verbal true, :somatic true, :material true, :material-component "100 miniature axes"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :reposition {:description "You target up to three friendly creatures (one of which can be yourself) within 30 feet. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.", :key :reposition, :school "conjuration", :name "Reposition", :duration "Instantaneous", :level 4, :option-pack "KP Battle Magic", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :holy-ground {:description "You invoke the divine powers to bless the ground within 60 feet of you. Creatures slain in the area of effect cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.", :key :holy-ground, :school "evocation", :name "Holy Ground", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "KP Battle Magic", :components {:verbal true, :somatic true, :material true, :material-component "a vial of holy water that is consumed in the casting"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :by-the-light-of-the-watchful-moon {:description "Regardless of the time of day or location of your battle, you command the watchful gaze of the moon to illuminate threats to your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all threats within range, whether they’re enemies seen or unseen, or traps or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon’s soft glow. The glow does not make invisible creatures visible, but it does mark the invisible creature’s general location (somewhere within the 5-foot beam). The light moves with targets while the effect lasts, but targets that move out of the spell’s range are no longer illuminated. New threats are not revealed as they enter the range or as you move; only those that were within 90 feet of you when the spell was cast are illuminated.", :key :by-the-light-of-the-watchful-moon, :school "divination", :name "By the Light of the Watchful Moon", :duration "Concentration, up to 1 minute", :level 4, :option-pack "KP Battle Magic", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "90 feet"}, :costly-victory {:description "You target ten enemies you can see that are within range. Each targeted enemy must make a Wisdom saving throw. If it fails, that creature is cursed to burst into flames if it reduces one of your allies to 0 hit points while this spell is in effect. The affected creature takes 6d8 fire damage and 6d8 radiant damage immediately when it bursts into flame. If the affected creature is wearing (or is made of) flammable material, it also catches on fire and continues burning; it takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the burning creature or one of its allies within 5 feet of it uses an action to extinguish the fire.", :key :costly-victory, :school "evocation", :name "Costly Victory", :duration "1 hour", :level 8, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90 feet"}, :warning-shout {:description "You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gets advantage on an initiative check made before your next turn.", :key :warning-shout, :school "divination", :name "Warning Shout", :duration "Instantaneous", :level 2, :option-pack "KP Battle Magic", :components {:verbal true}, :casting-time "1 reaction", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :poisoned-volley {:description "Drawing back an imaginary bowstring, you summon forth dozens of glowing green arrows that shower onto your enemies. All creatures in a 20-foot square within range take 3d8 poison damage and become poisoned; creatures that make a successful Constitution saving throw take half damage and are not poisoned.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :poisoned-volley, :school "conjuration", :name "Poisoned Volley", :duration "Instantaneous", :level 2, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :instant-fortification {:description "Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10-foot cube (including floor and roof). The walls are made of stone (AC 15), have 120 hit points each, and are immune to necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. Each wall has two arrow slits. One wall also includes a metal door with an arcane lock. You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 20 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check. \nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.", :key :instant-fortification, :school "transmutation", :name "Instant Fortification", :duration "Permanent", :level 5, :option-pack "KP Battle Magic", :components {:somatic true, :material true, :verbal true, :material-component "a stone statuette of a keep worth 250 gp which is consumed in the casting"}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :nightfall {:description "You call upon night to arrive ahead of schedule. With a sharp word, you create a 60-foot-diameter cylinder of night centered on a point within range. The area inside the cylinder is normal darkness, heavily obscuring sight. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally. The darkness stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.", :key :nightfall, :school "evocation", :name "Nightfall", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "KP Battle Magic", :components {:verbal true, :somatic true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "100 feet"}, :thunderous-wave {:description "You initiate a shockwave centered at a point you designate within range. The shockwave explodes outward through a 30-foot-radius sphere. This does no damage directly, but every creature the shockwave passes through must make a Strength saving throw. Those that fail are pushed 30 feet and knocked prone; if they strike a solid obstruction, they also take 5d6 bludgeoning damage. Those that succeed on the save are pushed 15 feet and are not knocked prone; they take 2d6 bludgeoning damage if they strike an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.", :key :thunderous-wave, :school "evocation", :name "Thunderous Wave", :duration "Instantaneous", :level 3, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true, :material-component ""}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "90 feet"}, :outflanking-boon {:description "This spell targets one enemy, who must make a Wisdom saving throw. If it fails, you gain an illusory ally that appears to make melee attacks against the targeted enemy. Your allies get advantage on melee attacks against the target thanks to the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.", :key :outflanking-boon, :school "illusion", :name "Outflanking Boon", :duration "Concentration, up to 1 minute", :level 3, :option-pack "KP Battle Magic", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :inspiring-speech {:description "The verbal component of this spell is a 10-minute‑long, rousing speech by you. At the end of the speech, all your allies within the area of effect who heard the speech gain a +1 bonus on attack rolls and have advantage on saving throws against charm and fear effects for 1 hour. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one inspiring speech at a time; subsequent, overlapping castings have no additional effect and don’t extend the spell’s duration.", :key :inspiring-speech, :school "enchantment", :name "Inspiring Speech", :duration "1 hour", :level 4, :option-pack "KP Battle Magic", :components {:verbal true}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :instant-siege-weapon {:description "Through this spell, you instantly transform raw materials into a siege engine (see the Dungeon Master’s Guide for details). You can collect the raw materials before casting this spell, or you can target other creatures that have the raw materials in their possession, as long as everything needed is within the spell’s range. The raw materials for the spell don’t need to be the actual material a siege weapon is normally built from; they just need to be remotely like that and have a value in gold at least equal to the weapon’s hit points. (For example, a mangonel has 100 hit points. Instant siege weapon will fashion any collection of raw material worth at least 100 gp into a mangonel, whether that’s a small house, three wagons, or two heavy crossbows.) The siege weapon is limited to a maximum size of Large (no siege towers or trebuchets). The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made; at 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots’ worth of ammunition.", :key :instant-siege-weapon, :school "transmutation", :name "Instant Siege Weapon", :duration "Permanent", :level 4, :option-pack "KP Battle Magic", :components {:verbal true, :somatic true, :material true, :material-component "raw materials with value in gp equal to the hit points of the siege weapons to be created"}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :spur-mount {:description "You urge your mount to greater speed. Until the beginning of your next turn, your mount can Dash or Disengage as a bonus action. This spell has no effect on a creature that you are not riding or that your GM deems is not a mount.", :key :spur-mount, :school "transmutation", :name "Spur Mount", :duration "1 round", :level 1, :option-pack "KP Battle Magic", :components {:material-component "an apple or sugar cube", :material true, :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :mass-hobble-mount {:description "When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage. This spell has no effect on a creature that your GM deems to not be a mount. \nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", :key :mass-hobble-mount, :school "necromancy", :name "Mass Hobble Mount", :duration "Concentration, up to 1 hour", :level 3, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :boiling-oil {:description "You conjure a shallow, 30-foot-diameter pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature entering the pool or beginning its turn in the pool takes 3d8 fire damage and falls prone. Creatures that make a successful Dexterity saving throw take half damage and don’t fall prone.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd", :key :boiling-oil, :school "conjuration", :name "Boiling Oil", :duration "Concentration, up to 1 minute", :level 2, :option-pack "KP Battle Magic", :components {:material true, :verbal true, :somatic true, :material-component "a vial of oil"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}}}, "UA - The Mystic - (mattswymer#7833)" {:orcpub.dnd.e5/classes {:mystic {nil nil, :key :mystic, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name "Mystic", :option-pack "Unearthed Arcana: The Mystic Class", :subclass-title "Mystic Order", :level-selections [{:type :disciplines} {:type :psionic-talents} {:level 3, :num 1, :type :disciplines} {:level 3, :num 1, :type :psionic-talents} {:level 10, :num 1, :type :psionic-talents} {:level 17, :type :psionic-talents} {:level 5, :type :disciplines} {:level 7, :type :disciplines} {:level 9, :type :disciplines} {:level 12, :type :disciplines} {:level 15, :type :disciplines} {:level 18, :type :disciplines}], :spellcasting nil, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/int true, :orcpub.dnd.e5.character/wis true}, :skill-options {:choose 2, :options {:arcana true, :history true, :insight true, :medicine true, :nature true, :perception true, :religion true}}}, :hit-die 8, :traits [{:description "Level\tTalents Known\tDisciplines Known\tPsi Points\tPsi Limit\n1st\t1\t\t1\t\t\t4\t\t2\n2nd\t1\t\t1\t\t\t6\t\t2\n3rd\t2\t\t2\t\t\t14\t\t3\n4th\t2\t\t2\t\t\t17\t\t3\n5th\t2\t\t3\t\t\t27\t\t5\n6th\t2\t\t3\t\t\t32\t\t5\n7th\t2\t\t4\t\t\t38\t\t6\n8th\t2\t\t4\t\t\t44\t\t6\n9th\t2\t\t5\t\t\t57\t\t7\n10th\t3\t\t5\t\t\t64\t\t7\n11th\t3\t\t5\t\t\t64\t\t7\n12th\t3\t\t6\t\t\t64\t\t7\n13th\t3\t\t6\t\t\t64\t\t7\n14th\t3\t\t6\t\t\t64\t\t7\n15th\t3\t\t7\t\t\t64\t\t7\n16th\t3\t\t7\t\t\t64\t\t7\n17th\t4\t\t7\t\t\t64\t\t7\n18th\t4\t\t8\t\t\t71\t\t7\n19th\t4\t\t8\t\t\t71\t\t7\n20th\t4\t\t8\t\t\t71\t\t7", :name "Psionics"} {:description "Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier \nDiscipline attack modifier = your proficiency bonus + your Intelligence modifier", :name "Psionic Ability"} {:description "Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.", :level 2, :name "Mystical Recovery"} {:description "You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.", :level 2, :name "Telepathy"} {:description "You can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.", :level 4, :name "Strength of Mind"} {:description "Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.", :level 8, :name "Potent Psionics"} {:description "When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.", :level 10, :name "Consumptive Power"} {:description "As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on. At 15th level, the pool of psi points you gain from this feature increases to 11. You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.", :level 11, :name "Psionic Mastery"} {:description "• You gain resistance to bludgeoning, piercing, and slashing damage. • You no longer age. • You are immune to disease, poison damage, and the poisoned condition. • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.", :level 20, :name "Psionic Master"}]}}, :orcpub.dnd.e5/selections {:disciplines {:key :disciplines, :name "Disciplines", :option-pack "Unearthed Arcana: The Mystic Class", :options [{:description "You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others. \nPsychic Focus. While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it. \nEnvironmental Adaptation (2 psi). As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour. \nAdaptive Shield (3 psi). When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn. \nEnergy Adaptation (5 psi; conc., 1 hr.). As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. \nEnergy Immunity (7 psi; conc., 1 hr.). As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.", :name "Adaptive Body (Immortal Discipline)"} {:description "You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature. \nPsychic Focus. While focused on this discipline, you have advantage on Wisdom (Insight) checks. \nAssess Foe (2 psi). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities. \nRead Moods (2 psi). As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent. \nView Aura (3 psi; conc., 1 hr.). As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it. \nPerceive the Unseen (5 psi; conc., 1 min.). As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.", :name "Aura Sight (Awakened Discipline)"} {:description "You transform your body, gaining traits of different beasts. \nPsychic Focus. While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks. \nBestial Claws (1–7 psi). You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent. Bestial Transformation. As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action. \nAmphibious (2 psi). You gain gills; you can breathe air and water. \nClimbing (2 psi). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed. \nFlight (5 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed. \nKeen Senses (2 psi). Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks. \nPerfect Senses (3 psi). You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded. \nSwimming (2 psi). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed. \nTough Hide (2 psi). Your skin becomes as tough as leather; you gain a +2 bonus to AC.", :name "Bestial Form (Immortal Discipline)"} {:description "You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might. \nPsychic Focus. While focused on this discipline, you have advantage on Strength (Athletics) checks. \nBrute Strike (1–7 psi). As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage. \nKnock Back (1–7 psi). When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent. \nMighty Leap (1–7 psi). As part of your movement, you jump in any direction up to 20 feet per psi point spent. \nFeat of Strength (2 psi). As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.", :name "Brute Force (Immortal Discipline)"} {:description "You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal. \nPsychic Focus. While focused on this discipline, your walking speed increases by 10 feet. \nRapid Step (1–7 psi). As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well. \nAgile Defense (2 psi). As a bonus action, you take the Dodge action. \nBlur of Motion (2 psi). As an action, you cause yourself to be invisible during any of your movement during the current turn. \nSurge of Speed (2 psi). As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed. \nSurge of Action (5 psi). As a bonus action, you can Dash or make one weapon attack.", :name "Celerity (Immortal Discipline)"} {:description "Your control over your body allows you to deliver acid or poison attacks. \nPsychic Focus. While focused on this discipline, you have resistance to acid and poison damage. \nCorrosive Touch (1–7 psi). As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one. \nVenom Strike (1–7 psi). As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned. \nAcid Spray (2 psi). As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage. \nBreath of the Black Dragon (5 psi). You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional psi point spent on it. \nBreath of the Green Dragon (7 psi). You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one.", :name "Corrosive Metabolism (Immortal Discipline)"} {:description "You have learned to harvest seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction. \nPsychic Focus. While focused on this discipline, you have advantage on Charisma (Intimidation) checks. \nCrowned in Sorrow (1–7 psi). As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage. \nCall to Inaction (2 psi; conc., 10 min.). If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. \nVisions of Despair (3 psi). As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it. \nDolorous Mind (5 psi; conc., 1 min.). As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Crown of Despair (Avatar Discipline)"} {:description "You cause a creature to be flooded with emotions of disgust. \nPsychic Focus. While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened. \nEye of Horror (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage. \nWall of Repulsion (3 psi; conc., 10 min.). As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly. \nVisions of Disgust (5 psi; conc., 1 min.). You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects. \nWorld of Horror (7 psi; conc., 1 min.). As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Crown of Disgust (Avatar Discipline)"} {:description "You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to. \nPsychic Focus. While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage. \nPrimal Fury (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed. \nFighting Words (2 psi; conc., 10 min.). If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. \nMindless Courage (2 psi). You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed. \nPunishing Fury (5 psi; conc., 1 min.). You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.", :name "Crown of Rage (Avatar Discipline)"} {:description "You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might. \nPsychic Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks. \nMiniature Form (2 psi; conc., 10 min.). As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. \nToppling Shift (2 psi). As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone. \nSudden Shift (5 psi). As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size. \nMicroscopic Form (7 psi; conc., 10 min.). As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks.", :name "Diminution (Immortal Discipline)"} {:description "You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability. \nPsychic Focus. While focused on this discipline, your reach increases by 5 feet. \nOgre Form (2 psi; conc., 1 min.). As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration. \nGiant Form (7 psi; conc., 1 min.). As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.", :name "Giant Growth (Immortal Discipline)"} {:description "You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents. \nPsychic Focus. While focused on this discipline, you gain resistance to psychic damage. \nPsychic Backlash (2 psi). As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage. \nPsychic Parry (1–7 psi). As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results. \nPsychic Redoubt (5 psi; conc., 10 min.). As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws", :name "Intellect Fortress (Awakened Discipline)"} {:description "You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures. \nPsychic Focus. While focused on this discipline, you gain a +1 bonus to AC. \nIron Hide (1–7 psi). As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack. \nSteel Hide (2 psi). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. \nIron Resistance (7 psi; conc., 1 hr.). As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.", :name "Iron Durability (Immortal Discipline)"} {:description "You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm. \nPsychic Focus. While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1). \nCharming Presence (1–7 psi). As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected. \nCenter of Attention (2 psi; conc., 1 min.). As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage. \nInvoke Awe (7 psi; conc., 10 min.). As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.", :name "Mantle of Awe (Awakened Discipline)"} {:description "You exert an aura of trust and authority, enhancing the coordination among your allies. \nPsychic Focus. While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated. \nCoordinated Movement (2 psi). As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice. \nCommander’s Sight (2 psi; conc., 1 rnd.). As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target. \nCommand to Strike (3 psi). As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets. \nStrategic Mind (5 psi; conc., 1 min.). As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn. \nOverwhelming Attack (7 psi). As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks.", :name "Mantle of Command (Avatar Discipline)"} {:description "You focus your mind on courage, radiating confidence and bravado to your allies. \nPsychic Focus. While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened. \nIncite Courage (2 psi). As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature. \nAura of Victory (1–7 psi; conc., 10 min.). As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect. \nPillar of Confidence (6 psi; conc., 1 rnd.). As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.", :name "Mantle of Courage (Avatar Discipline)"} {:description "You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies. \nPsychic Focus. While focused on this discipline, you have advantage on Charisma (Intimidation) checks. \nIncite Fear (2 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success. \nUnsettling Aura (3 psi; conc., 1 hr.). As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened. \nIncite Panic (5 psi; conc., 1 min.). As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it.", :name "Mantle of Fear (Avatar Discipline)"} {:description "You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst. \nPsychic Focus. While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn. \nIncite Fury (2 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll. \nMindless Charge (2 psi). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy. \nAura of Bloodletting (3 psi; conc., 1 min.). As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls. \nOverwhelming Fury (5 psi; conc., 1 min.). As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Mantle of Fury (Avatar Discipline)"} {:description "You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you. \nPsychic Focus. While focused on this discipline, you have advantage on Charisma (Persuasion) checks. \nSoothing Presence (1–7 psi). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect. \nComforting Aura (2 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total. \nAura of Jubilation (3 psi; conc., 1 min.). As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills. \nBeacon of Recovery (5 psi). As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.", :name "Mantle of Joy (Avatar Discipline)"} {:description "You become one with the power of elemental air. \nPsychic Focus. While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking. \nWind Step (1–7 psi). As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft. \nWind Stream (1–7 psi). As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one. \nCloak of Air (3 psi; conc., 10 min.). As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself. \nWind Form (5 psi; conc., 10 min.). As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends. \nMisty Form (6 psi; conc., 1 min.). As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing. \nAnimate Air (7 psi; conc., 1 hr.). As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.", :name "Mastery of Air (Wu Jen Discipline"} {:description "You align your mind with the energy of elemental fire. \nPsychic Focus. While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage. \nCombustion (1–7 psi; conc., 1 min.). As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire. \nRolling Flame (3 psi; conc., 1 min.). As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage. Detonation (5 psi). As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one. \nFire Form (5 psi; conc., 1 min.). As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage. \nAnimate Fire (7 psi; conc., 1 hr.). As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.", :name "Mastery of Fire (Wu Jen Discipline)"} {:description "As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command. \nPsychic Focus. While focused on this discipline, you have advantage on Strength checks. \nPush (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage. \nMove (2–7 psi). Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below. \nPsi Spent Maximum Weight Bludgeoning Damage \n2 25 lbs. 2d6 \n3 50 lbs. 4d6 \n5 250 lbs. 6d6 \n6 500 lbs. 7d6 \n7 1,000 lbs. 8d6 \nInertial Armor (2 psi). As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor. \nTelekinetic Barrier (3 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points. \nGrasp (3 psi; conc., 1 min.). You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent. While a target is grappled in this manner, you create one of the following effects as an action: \nCrush (1–7 psi). The target takes 1d6 bludgeoning damage per psi point spent. \nMove (1–7 psi). You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.", :name "Mastery of Force (Wu Jen Discipline)"} {:description "You master the power of ice, shaping it to meet you demands. \nPsychic Focus. While focused on this discipline, you have resistance to cold damage. \nIce Spike (1–7 psi). As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage. \nIce Sheet (2 psi). As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope. \nFrozen Sanctuary (3 psi). As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points. \nFrozen Rain (5 psi; conc., 1 min.). As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional psi point spent on it. \nIce Barrier (6 psi; conc., 10 min.). As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.", :name "Mastery of Ice (Wu Jen Discipline)"} {:description "You claim dominion over light and darkness with your mind. \nPsychic Focus. While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision. \nDarkness (1–7 psi). As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. \nLight (2 psi; conc., 1 min.). As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage. \nShadow Beasts (3 psi; conc., 1 min.). As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block. \nRadiant Beam (5 psi; conc., 1 min.). As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.", :name "Mastery of Light and Darkness (Wu Jen Discipline)"} {:description "Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow. \nPsychic Focus. While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater. \nDesiccate (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or half as much damage on a successful one. \nWatery Grasp (2 psi). As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square’s border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability’s damage by 1d6 per additional psi point spent on it. \nWater Whip (3 psi). As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. \nWater Breathing (5 psi). As an action, you grant yourself and up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours. \nWater Sphere (6 psi; conc., 1 min.). As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one. \nAnimate Water (7 psi; conc., 1 hr.). As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.", :name "Mastery of Water (Wu Jen Discipline)"} {:description "Your mind reaches into the sky, reshaping the stuff of storms to serve your needs. \nPsychic Focus. While focused on this discipline, you have resistance to lightning and thunder damage. \nCloud Steps (1–7 psi; conc., 10 min.). As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent. \nHungry Lightning (1–7 psi). As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one. \nWall of Clouds (2 psi; conc., 10 min.). As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision. \nWhirlwind (2 psi). As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds. \nLightning Leap (5 psi). As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. \nWall of Thunder (6 psi; conc., 10 min.). As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone. \nThunder Clap (7 psi). As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage.", :name "Mastery of Weather (Wu Jen Discipline)"} {:description "You attune your mind to seize control of wood and earth. \nPsychic Focus. While focused on this discipline, you have a +1 bonus to AC. \nAnimate Weapon (1–7 psi). As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks. \nWarp Weapon (2 psi). As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn. \nWarp Armor (3 psi). As an action, choose a nonmagical suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or the creature’s AC becomes 10 + its Dexterity modifier until the end of your next turn. \nWall of Wood (3 psi; conc., 1 hr.). As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact. \nArmored Form (6 psi; conc., 1 min.). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends. \nAnimate Earth (7 psi; conc., 1 hr.). As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.", :name "Mastery of Wood and Earth (Wu Jen Discipline)"} {:description "You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark. \nPsychic Focus. While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage. \nSpeed Dart (1–7 psi). As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent. \nSeeking Missile (2 psi). As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target. \nFaithful Archer (5 psi; conc., 1 min.). As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it", :name "Nomadic Arrow (Nomad Discipline)"} {:description "You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.\nPsychic Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks. \nChameleon (2 psi). As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding. \nStep from Sight (3 psi; conc., 1 min.). As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability. \nEnduring Invisibility (7 psi; conc., 1 min.). As a bonus action, you turn invisible and remain so until your concentration ends.", :name "Nomadic Chameleon (Nomad Discipline)"} {:description "You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.\nPsychic Focus. Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends. \nWandering Mind (2–6 psi; conc., 10 min.). You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required. \nFind Creature (2 psi; conc., 1 hr.). You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane. \nItem Lore (3 psi; conc., 1 hr.). You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item. \nPsychic Speech (5 psi). As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use. \nWandering Eye (6 psi; conc., 1 hr.). As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. \nPhasing Eye (7 psi; conc., 1 hr.). As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.", :name "Nomadic Mind (Nomad Discipline)"} {:description "You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.\nPsychic Focus. After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn. \nStep of a Dozen Paces (1–7 psi). If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn. \nNomadic Anchor (1 psi). As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability. \nDefensive Step (2 psi). When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see. \nThere and Back Again (2 psi). As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence. \nTransposition (3 psi). If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space. \nBaleful Transposition (5 psi). As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space. \nPhantom Caravan (6 psi). As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted. \nNomad’s Gate (7 psi; conc., 1 hr.). As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.", :name "Nomadic Step (Nomad Discipline)"} {:description "By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.\nPsychic Focus. While focused on this discipline, you have advantage on initiative rolls. \nPrecognitive Hunch (2 psi; conc., 1 min.). As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total. \nAll-Around Sight (3 psi). In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss. \nDanger Sense (5 psi; conc., 8 hr.). As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative. \nVictory Before Battle (7 psi). When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.", :name "Precognition (Awakened Discipline)"} {:description "You wield psionic energy to cure wounds and restore health to yourself and others.\nPsychic Focus. While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it. \nMend Wounds (1–7 psi). As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent. \nRestore Health (3 psi). As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature. \nRestore Life (5 psi). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. \nRestore Vigor (7 psi). As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.", :name "Psionic Restoration (Immortal Discipline)"} {:description "You have learned how to channel psionic energy into your attacks, lending them devastating power.\nPsychic Focus. Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls. \nEthereal Weapon (1 psi). As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit. \nLethal Strike (1–7 psi). As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent. \nAugmented Weapon (5 psi; conc., 10 min.). As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.", :name "Psionic Weapon (Immortal Discipline)"} {:description "You wield your mind like a weapon, unleashing salvos of psionic energy.\nPsychic Focus. While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage. \nPsionic Blast (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability. \nEgo Whip (3 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage. \nId Insinuation (5 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage. \nPsychic Blast (6 psi). As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability. \nPsychic Crush (7 psi). As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.", :name "Psychic Assault (Awakened Discipline)"} {:description "You create psychic static that disrupts other creatures’ ability to think clearly.\nPsychic Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks. \nDistracting Haze (1–7 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage. \nDaze (3 psi). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage. \nMind Storm (5 psi). As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.", :name "Psychic Disruption (Awakened Discipline)"} {:description "You reach into a creature’s mind to uncover information or plant ideas within it.\nPsychic Focus. While focused on this discipline, you know when a creature communicating with you via telepathy is lying. \nHammer of Inquisition (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage. \nForceful Query (2 psi). As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed. \nRansack Mind (5 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours. \nPhantom Idea (6 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.", :name "Psychic Inquisition (Awakened Discipline)"} {:description "Your power reaches into a creature’s mind and causes it false perceptions.\nPsychic Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks. \nDistracting Figment (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage. \nPhantom Foe (3 psi; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability. \nPhantom Betrayal (5 psi; conc., 1 min.). As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. \nPhantom Riches (7 psi; conc., 1 min.). As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Psychic Phantoms (Awakened Discipline)"} {:description "By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.\nPsychic Focus. While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline. \nExacting Query (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. \nOccluded Mind (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. \nBroken Will (5 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. \nPsychic Grip (6 psi; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed. \nPsychic Domination (7 psi; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.", :name "Telepathic Contact (Awakened Discipline)"} {:description "You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.\nPsychic Focus. While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet. \nTremorsense (2 psi; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends. \nUnwavering Eye (2 psi). As a bonus action, you gain advantage on Wisdom checks for 1 minute. \nPiercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends \nTruesight (5 psi; conc., 1 min.). As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.", :name "Third Eye (Nomad Discipline)"}]}, :psionic-talents {:key :psionic-talents, :name "Psionic Talents", :option-pack "Unearthed Arcana: The Mystic Class", :options [{:description "As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.", :name "Beacon"} {:description "As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp.", :name "Blade Meld"} {:description "As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.", :name "Blind Spot"} {:description "As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it. ", :name "Delusion"} {:description "As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ", :name "Energy Beam"} {:description "As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0. ", :name "Light Step"} {:description "As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.", :name "Mind Meld"} {:description "As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :name "Mind Slam"} {:description "As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", :name "Mind Thrust"} {:description "As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn. ", :name "Mystic Charm"} {:description "You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair. ", :name "Mystic Hand"} {:description "As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :name "Psychic Hammer"}]}, :talents {:key :talents, :name "Talents", :option-pack "Unearthed Arcana: The Mystic Class", :options [{:description "As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.", :name "Beacon"} {:description "As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp.", :name "Blade Meld"} {:description "As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.", :name "Blind Spot"} {:description "As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it. ", :name "Delusion"} {:description "As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ", :name "Energy Beam"} {:description "As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0. ", :name "Light Step"} {:description "As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.", :name "Mind Meld"} {:description "As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :name "Mind Slam"} {:description "As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", :name "Mind Thrust"} {:description "As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn. ", :name "Mystic Charm"} {:description "You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair. ", :name "Mystic Hand"} {:description "As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :name "Psychic Hammer"}]}}, :orcpub.dnd.e5/subclasses {:order-of-the-avatar {:class :mystic, :key :order-of-the-avatar, :level-modifiers [{:type :armor-prof, :value :medium} {:type :armor-prof, :value :shields}], :level-selections [{:num 2, :type :disciplines}], :name "Order of the Avatar", :option-pack "Unearthed Arcana: The Mystic Class", :traits [{:description "While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.", :level 3, :name "Avatar of Battle"} {:description "While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.", :level 6, :name "Avatar of Healing"} {:description "While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action.", :level 14, :name "Avatar of Speed"}]}, :order-of-the-awakened {:class :mystic, :key :order-of-the-awakened, :level-modifiers [], :level-selections [{:num 2, :type :disciplines}], :name "Order of the Awakened", :option-pack "Unearthed Arcana: The Mystic Class", :profs {:skill-options {:options {:animal-handling true, :deception true, :insight true, :intimidation true, :investigation true, :perception true, :persuasion true}}}, :traits [{:description "If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.", :level 3, :name "Psionic Investigation"} {:description "You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.", :level 6, :name "Psionic Surge"} {:description "As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.", :level 14, :name "Spectral Form"}]}, :order-of-the-immortal {:class :mystic, :key :order-of-the-immortal, :level-modifiers [], :level-selections [{:num 2, :type :disciplines}], :name "Order of the Immortal", :option-pack "Unearthed Arcana: The Mystic Class", :traits [{:description "Your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.", :name "Immortal Durability"} {:description "At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.", :level 3, :name "Psionic Resilience"} {:description "As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.", :level 6, :name "Surge of Health"} {:description "At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.", :level 14, :name "Immortal Will"}]}, :order-of-the-nomad {:class :mystic, :key :order-of-the-nomad, :level-modifiers [], :level-selections [{:num 2, :type :disciplines}], :name "Order of the Nomad", :option-pack "Unearthed Arcana: The Mystic Class", :traits [{:description "When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.", :name "Breadth of Knowledge"} {:description "As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can’t use it again until you finish a short or long rest", :level 3, :name "Memory of One Thousands Steps"} {:description "When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.", :level 6, :name "Superior Teleportation"} {:description "Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.", :level 14, :name "Effortless Journey"}]}, :order-of-the-soul-knife {:class :mystic, :key :order-of-the-soul-knife, :level-modifiers [{:type :weapon-prof, :value :martial} {:type :armor-prof, :value :medium}], :name "Order of the Soul Knife", :option-pack "Unearthed Arcana: The Mystic Class", :traits [{:description "As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.", :name "Soul Knife"} {:description "You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes.\nPsi Points Attack and Damage Bonus\n2 +1 \n5 +2 \n7 +4", :level 3, :name "Hone the Blade"} {:description "Whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points.", :level 6, :name "Consumptive Knife"} {:description "As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC.", :level 14, :name "Phantom Knife"}]}, :order-of-the-wu-jen {:class :mystic, :key :order-of-the-wu-jen, :level-modifiers [], :level-selections [{:num 2, :type :disciplines}], :name "Order of the Wu Jen", :option-pack "Unearthed Arcana: The Mystic Class", :profs {:skill-options {:options {:animal-handling true, :arcana true, :insight true, :medicine true, :nature true, :perception true, :religion true, :survival true}}}, :traits [{:description "When a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit.", :level 3, :name "Elemental Attunement"} {:description "As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below. \nSpell Slot Level Psi Cost \n1st 2 \n2nd 3 \n3rd 5 \n4th 6 \n5th 7 \nThe spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.", :level 6, :name "Arcane Dabbler"} {:description "If you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ©2017 Wizards of the Coast LLC 9 ignore that damage; you gain immunity to that damage type until the end of your next turn.", :level 14, :name "Elemental Mastery"}]}}}, "Tal Dorei Campaign Guide - (NineArtsDragon#3773)" {:orcpub.dnd.e5/backgrounds {:ashari {:equipment {:clothes-traveler-s 1, :hunting-trap 1, :quiver 1}, :key :ashari, :name "Ashari", :option-pack "TDCG (NineArtsDragon#3773)", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:nature true}, :tool {:herbalism-kit true}}, :traits [{:description "You gain the prestidigitation cantrip, but can only use it to create a minor elemental effect based on your chosen Ashari tribe: Zephrah- a puff of wind that can blow papers or ruffle hair. Pyrah- a burst of flame that can light or snuff out a candle, a torch, or a small campfire. Terrah- you create a small rock in your hand no larger than a gold coin, that lasts for 1 minute. Visrah- create enough hot or cold water to fill a small glass.", :name "Elemental Harmony"} {:description "Choose from Arcana or Survival and add it to your proficiencies (using the homebrew button)", :name "Skill Proficiency Choice"}], :treasure {:gp 10}}, :clasp-member {:equipment {:clothes-common 1}, :key :clasp-member, :name "Clasp Member", :option-pack "TDCG (NineArtsDragon#3773)", :profs {:skill {:deception true}, :tool {:disguise-kit true, :forgery-kit true, :thieves-tools true}}, :traits [{:description "You learn thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.\n\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.", :name "Thieves' Cant"} {:description "You have gained enough clout within the Clasp that you\ncan call in a favor from your contacts, should you be close\nenough to a center of Clasp activity. A request for a favor\ncan be no longer than 20 words, and is passed up the\nchain to an undisclosed Spireling for approval. This favor\ncan take a shape up to the DM’s discretion depending on\nthe request, with varying speeds of fulfillment: If muscle\nis requested, an NPC Clasp minion can temporarily\naid the party. If money is needed, a small loan can be\nprovided. If you’ve been imprisoned, they can look into\nbreaking you free, or paying off the jailer.\n\nThe turn comes when a favor is asked to be repaid. The\nfavor debt can be called in without warning, and many\ntimes with intended immediacy.If a favor is not repaid within a reasonable period\nof time, membership to the Clasp can be revoked, and if\nthe debt is large enough, the player may become\nthe next hit contract to make\nthe rounds.", :name "A Favor In Turn"} {:description "From your Clasp background, you gain proficiency in either Sleight of Hand or Stealth. (Use the homebrew button)\n Also, you have proficiency with either Thieves' Tools, the Forgery Kit, or the Disguise Kit. Choose one and add it to your inventory.", :name "Proficiency Choices"}], :treasure {:gp 10}}, :fate-touched {:key :fate-touched, :name "Fate-Touched", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "Your fate-touched essence occasionally leads surrounding\nevents to shift in your favor. You gain 1 Luck point, as per\nthe Lucky feat outlined within the PHB. This luck point\nis used in the same fashion as the feat, and you regain this\nexpended luck point when you finish a long rest. If you\nalready have the Lucky feat, you add this luck point to\nyour total for the feat.", :name "Fortune's Grace"} {:description "Player's are not intended to choose this background. As a DM, consider the character's significance in the story before giving them this background.", :name "Plot Significance"}]}, :lyceum-student {:equipment {:clothes-fine 1, :ink 1, :ink-pen 1, :knife-small 1, :parchment 1, :pouch 1}, :key :lyceum-student, :name "Lyceum Student", :option-pack "TDCG (NineArtsDragon#3773)", :profs {:language-options {:choose 2, :options {:any true}}}, :traits [{:description "As a Lyceum Student, choose 2 from Arcana, History, and Persuasion. (Add these skills using the homebrew button)", :name "Skill Proficiency Choice"} {:description "You’ve cleared enough lessons, and gained an ally or two\non staff, to have access to certain chambers within the\nLyceum (and some other allied universities) that outsiders\nwould not. This allows use of any Tool Kit, so long as\nthe Tool Kit is used on the grounds of the Lyceum and is\nnot removed from its respective chamber (each tool kit is\nmagically marked and will sound an alarm if removed).\nMore dangerous kits and advanced crafts (such as use\nof a Poisoner’s Kit, or the enchanting of a magical item)\nmight require staff supervision. You may also have access\nto free crafting materials and enchanting tables, so long\nas they are relatively inexpensive, or your argument for\nthem is convincing (up to the staff’s approval and DM’s\ndiscretion).", :name "Student Privilege"}], :treasure {:gp 10}}, :recovered-cultist {:equipment {:clothes-common 1, :holy-symbol 1, :vestements 1}, :key :recovered-cultist, :name "Recovered Cultist", :option-pack "TDCG (NineArtsDragon#3773)", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:deception true, :religion true}}, :traits [{:description "Your time worshipping in secrecy and shadow at the altar of\nmalevolent forces has left you with insight and keen awareness\nto those who still operate in such ways.\nYou can often spot hidden signs, messages, and signals left in populated\nplaces. If actively seeking signs of a cult or dark following,\nyou have an easier time locating and decoding the signs or\nsocial interactions that signify cult activity, gaining advantage\non any ability checks to discover such details.", :name "Wicked Awareness"}], :treasure {:gp 15}}}, :orcpub.dnd.e5/classes {:blood-hunter {nil nil, :key :blood-hunter, :level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :martial} {:level 5, :type :num-attacks, :value 2} {:level 9, :type :spell, :value {:ability :wis, :key :grim-psychometry}}], :name "Blood Hunter", :subclass-level 3, :option-pack "TDCG (NineArtsDragon#3773)", :subclass-title "Blood Hunter Order", :level-selections [{:level 2, :type :fighting-style} {:type :primal-rites} {:level 6, :num 1, :type :primal-rites} {:level 11, :num 1, :type :primal-rites} {:level 14, :type :esoteric-rite} {:level 2, :type :blood-curses} {:level 6, :type :blood-curses} {:level 10, :type :blood-curses} {:level 14, :type :blood-curses} {:level 18, :type :blood-curses}], :spellcasting nil, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/str true, :orcpub.dnd.e5.character/wis true}, :skill-options {:choose 2, :options {:acrobatics true, :arcana true, :athletics true, :insight true, :investigation true, :survival true}}}, :hit-die 10, :traits [{:description "As a bonus action, you can imbue one weapon with a known rite. Reduce your current and maximum HP by an amount equal to your character lvl. This reduction to your max HP cannot be restored until the rite fades. The rite lasts until your next rest, the weapon leaves your hand, or you let it fade as free action. While a rite is active, the imbued weapon deals an additional 1d4 damage of your chosen rite. Rite damage increases to 1d6 at 6th, 1d8 at 11th, and 1d10 at 16th.", :name "Crimson Rite"} {:description "Advantage on Survival checks to track Fey, Fiends, Undead; and Intelligence checks to recall information about them. You cannot be surprised by any creatures of a type you are actively tracking. You can only be tracking one type at a time.", :name "Hunter's Bane"} {:description "You can choose to suffer damage equal to your crimson rite die to gain advantage on an Insight or Intimidation check.", :level 11, :name ""} {:description "This feature has been added to your cantrips.", :level 9, :name "Grim Psychometry"} {:description "In dim light or darkness your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage.", :level 10, :name "Dark Velocity"} {:description "You are immune to the Frightened condition, and have advantage on saving throws vs magical Charm effects.", :level 14, :name "Hardened Soul"} {:description "When you have an active rite, you no longer reduce your maximum hit points and you take no damage when amplifying blood curses. In addition, when you are below 25% of your current maximum hit points and conscious, all of your crimson rite damage dice are maximized.", :level 20, :name "Sanguine Mastery"} {:description "You gain access to Blood Curse. After you invoke a curse, but before it affects the target, you AMPLIFY the curse by suffering damage = your crimson rite die. Bloodless creatures are immune to Blood Curses.\nYou can use this feature once per rest. You gain additional uses at levels 6, 11, 17.", :level 2, :name "Blood Maledict"}]}, :blood-hunter-order-of-the-profaned-soul {nil nil, :key :blood-hunter-order-of-the-profaned-soul, :level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :martial} {:level 5, :type :num-attacks, :value 2} {:level 9, :type :spell, :value {:ability :wis, :key :grim-psychometry}}], :name "Blood Hunter: Order of the Profaned Soul", :subclass-level 3, :option-pack "TDCG (NineArtsDragon#3773)", :subclass-title "Otherworldy Patron", :level-selections [{:type :primal-rites} {:level 6, :type :primal-rites} {:level 11, :type :primal-rites} {:level 2, :type :fighting-style} {:level 14, :type :esoteric-rite} {:level 2, :type :blood-curses} {:level 6, :type :blood-curses} {:level 10, :type :blood-curses} {:level 14, :type :blood-curses} {:level 18, :type :blood-curses}], :spellcasting {:ability :orcpub.dnd.e5.character/wis, :known-mode :schedule, :level-factor 3, :spell-list-kw :warlock, :spells-known {3 3, 4 1, 7 1, 8 1, 10 1, 11 1, 13 1, 14 1, 16 1, 19 1, 20 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/str true, :orcpub.dnd.e5.character/wis true}, :skill-options {:choose 2, :options {:acrobatics true, :arcana true, :athletics true, :insight true, :investigation true, :survival true}}}, :hit-die 10, :traits [{:description "You gain access to the Crimson Rite cantrip. Choose one primal rite. You cannot change this choice. Rite damage is considered magical.\nRite damage increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 16th level. ", :name "Crimson Rite"} {:description "You have advantage on Wisdom (Survival) checks to track Fey, Fiends, and Undead, as well as on intelligence checks to recall information about them. If you are actively tracking on of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.", :name "Hunter's Bane"} {:description "You can choose to suffer damage equal to your crimson rite damage die to gain advantage on an Insight or Intimidation check.", :level 11, :name "Enhanced Hunter's Bane"} {:description "In dim light or darkness, you speed increases by 10 feet, and attacks of opportunity made against you have disadvantage.", :level 10, :name "Dark Velocity"} {:description "You are immune to the Frightened condition, and have advantage on saves against magical Charm effects.", :level 14, :name "Hardened Soul"} {:description "When you have an active rite, you no longer reduce your maximum hit points and you take no damage when amplifying blood curses. In addition, when you are below one fourth of your current maximum hit points and conscious, all of your crimson rite damage dice are maximized.", :level 20, :name "Sanguine Mastery"} {:description "You learn one Blood Curse. You learn an additional Blood Curse at 6th, 10th, 14th, and 18th level.\nAfter you invoke a curse, but before it affects the target, you AMPLIFY the curse by suffering damage = your crimson rite die. Bloodless creatures are immune to Blood Curses.\nYou can use this feature once per rest. You gain additional uses at levels 6, 11, 17.", :level 2, :name "Blood Maledict"} {:description "You learn 2 warlock cantrips of your choice. You're spellcasting is different than the standard warlock spellcasting table. You know 2 spells and have 1 spell slot of 1st level, and get additional spells at odd numbered levels and 20th level. You get extra Spell Slots at 5th and 14th level, and the Slot Level increases at 7th, 11th, and 17th level.", :level 3, :name "Pact Magic"} {:description "When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.", :level 7, :name "Mystic Frenzy"} {:description "As an action, you can imbue your rite-enhanced weapon with one spell you can cast or is already active, then make a single weapon attack. If that attack hits, all spell attack rolls for the imbued spell hit the target automatically and are considered part of the attack. The target takes weapon damage, and is subject to the effects of the spell, expending the spell slot. If the attack has advantage, the targets saving throw has disadvantage. If the attack misses, the spell has no effect. Area spells originate from the target's space. The spell must be 1st level or higher, have a casting time of one action, or require an action to activate an already active concentration spell.", :level 11, :name "Diabolic Channel"} {:description "When you reduce a creature to 0 HP with an attack, kill the creature, and they are CR 15 or higher, you recover an expended spell slot.", :level 18, :name "Soul Syphon"} {:description "This feature has been added to you cantrip list.", :level 9, :name "Grim Psychometry"}]}, :the-lingering-soul {:key :the-lingering-soul, :level-modifiers [{:level 10, :type :flying-speed-equals-walking-speed} {:type :damage-resistance, :value :bludgeoning} {:type :damage-resistance, :value :piercing} {:type :damage-resistance, :value :slashing} {:type :damage-immunity, :value :poison}], :name "The Lingering Soul", :option-pack "TDCG (NineArtsDragon#3773)", :subclass-title "Phantom Calling", :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/con true}, :skill-options {:choose 3, :options {:history true, :insight true, :intimidation true, :investigation true, :perception true, :religion true, :sleight-of-hand true, :stealth true}}}, :hit-die 6, :traits [{:description "You must select an object or creature of your choice to bind to indefinitely. You remain within 150 ft of this object at all times, and are dragged along if it moves farther than 150 ft away. You always know where you bound object or creature is.\nShould the object be destroyed or the creature slain, you drop to 0 HP. If you regain consciousness without a spirit bond, you must immediately select a new object or creature within 150 feet to bind to. If nothing is present to bind to, you are paralyzed until an object or creature comes close enough to bind to.", :name "Spirit Binding"} {:description "Lingering Soul save DC = 8 + your proficiency bonus + your Aspect modifier\nAspect Attack modifier = your proficiency bonus + your Aspect modifier", :name "Phantom Calling"} {:description "You are dead. --You're considered Undead --You give off a cold glow equal to dim light in a 5ft radius --You cannot physically carry objects or wear equipment, you don't need to eat or drink, and you can't gain benefits from things that require ingestion. --You are immune to the Poisoned, Prone, Grappled, Restrained, and Petrified conditions. --You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. --You fall at a rate of 60ft per round, and do not suffer fall damage. --You don't require sleep, but must rest to use hit dice and regain ability uses. --When you drop to 0 hp, you make death saving throws as usual. Should you die, you cannot be restored to life short of a Wish spell. --Should you ever be restored to life, you lose all Lingering Soul levels and gain Class levels equal to what your character had prior to death, plus levels equal to your Lingering Soul levels gained while playing that class. ", :name "Ghostly Form"} {:description "As a bonus action, you attempt to possess a creature within 5ft of you. The target must succeed a Cha save or become possessed.\nWhile possessing a creature, you cannot be targeted, but you take half of any damage dealt to the host. You share their body and senses and can communicate with them telepathically. You can only use features specified for use while possessing a host.\nYour host acts as normal on its turn. You can use your action to force the host to make a weapon attack against a target of your choice within range, adding your Aspect modifier to the damage dealt. You can also use your action to force the host to Dash in a chosen direction, or take the Dodge action.\nPossession lasts until you or the host drops to 0 hit points, or you are forced out by an effect like Dispel Evil or Turn Undead. You reappear within 5ft of the creature. The host is immune to possession for 24 hours after succeeding the possession save or after the possession ends.", :level 2, :name "Possession"} {:description "You can spend an hour siphoning the mystic properties from a magic item. Upon completion, the enchantment (and any attunement) becomes bound to your form, leaving the item inert. You have a limit of 5 enchantments that can be bound to you, only 3 can require attunement. To gain a new enchantment beyond 5, you must permanently discard an enchantment.\nYour weapon enchantments can be applied to any physical or weapon attacks you make. While possessing a host, you can apply one enchantment to any attacks you force them to make with a non-magical weapon.", :level 3, :name "Consume Enchantment"} {:description "You can possess dead bodies for 1 min. Corpses automatically fail their saving throw, have 1 HP and start prone. If the host corpse is reduced to 0 HP, it is destroyed and cannot be possessed again. ", :level 5, :name "Pervade the Fallen"} {:description "If a creature is unaware of your presence, you can make a Stealth check contested by the target's Perception check. If you win, they fail their save and you possess them without their knowledge.\nWhenever you force the host to do anything, they can make an Insight check against your Lingering Soul DC. On a success, they become aware of the possession.", :level 5, :name "Unseen Passenger"} {:description "When an attacker you can see hits you with an attack, you can use your reaction to halve the damage. If you're possessing a host that receives damage, you can use your reaction to reduce the damage you take to a quarter of what the host suffers.", :level 7, :name "Obfuscate"} {:description "You can use an action while possessing a host to force them to say or yell a phrase of 25 words or less. Any Cha checks initiated in this way use your Cha modifier and skills.\nIf the host begins casting a spell that uses verbal components, you can use your reaction to make them fumble the incantation. The host makes a Con save against your Lingering Soul DC. On a fail, the spell fails, the spell slot is expended, and the possession ends immediately.", :level 9, :name "Xenoglossia"} {:description "You can cast invisibility on yourself, requiring no material components, twice per day.", :level 10, :name "Supernal Body"} {:description "When your host makes an attack, you can use your reaction to give the triggering attack disadvantage.", :level 13, :name "Piercing Chill"} {:description "As an action, choose any number of creatures within 30ft of you. If they can see you, they must succeed a Wis save or be frightened of you until the end of your next turn. You can use your action on subsequent turns to extend the effect on the frightened creatures until the end of your next turn. This effect ends if a creature ends its turn out of sight of you. Creatures that succeed the save are immune to this feature for 24 hours.\nYou must finish a short or long rest before using this feature again.", :level 14, :name "Ghastly Visage"} {:description "You are no longer bound to an object or creature. Whenever you would be destroyed by failing a 3rd death save, you instead vanish for 24 hours. You then return to the spot where you fell, rested as if you completed a long rest. You suffer a -4 to all attack rolls, saves, and checks. Every following long rest decreases this penalty by 1. If the spot is now hallowed, you are lost forever in the Ethereal Plane.", :level 17, :name "Eternal Spirit"} {:description "While possessing a host, you can use an action to take total control. Until the end of your next turn, the creature only takes actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction at the cost of your own reaction. \nEach time the host is damaged during a turn where you have total control, it makes a Cha save against your possession. If it succeeds, the possession ends.", :level 18, :name "Possession Mastery"} {:description "While possessing a host that isn't an Undead or Construct, you can use your action to end the possession and force the creature to make a Con save. It takes 12d10 necrotic damage on a failure, and half as much on a success. If the creature is brought to under 50 HP by this damage, it dies.\nYou can use this feature once per rest.", :level 20, :name "Ravage Soul"}]}}, :orcpub.dnd.e5/feats {:cruel {:ability-increases #{}, :description "• You have a number of cruelty points = your proficiency modifier. When you deal damage to a creature with an attack, spend one cruelty point to deal an additional 1d6 damage to that creature. (once/turn)\n• You can spend one cruelty point when you score a critical hit against a creature to regain 1d6 hit points. \n• Spend one cruelty point to gain advantage on Intimidation checks that involve inflicting pain. \n• You regain your expended cruelty points when you finish a long rest.\n", :key :cruel, :name "Cruel", :option-pack "TDCG (NineArtsDragon#3773)", :prereqs #{}}, :dual-focused {:ability-increases #{}, :description "• You can concentrate on two spells at the same time, but you must use your action each turn to maintain concentration, or lose concentration on both.\n• At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DC equals 10 + the number of complete rounds you’ve been concentrating on two spells). On a failure, you lose concentration for both spells. You can drop concentration on one of your spells during your turn as a free action to avoid this saving throw. \n• Any time you would be forced to make a Constitution saving throw to maintain concentration, the DC equals 10 + both spells’ levels combined, or 1/2 the damage you take, whichever number is higher. On a failure, you lose concentration on both spells. ", :key :dual-focused, :name "Dual-Focused", :option-pack "TDCG (NineArtsDragon#3773)", :prereqs #{:spellcasting}}, :flash-recall {:ability-increases #{}, :description "*Prerequisite: The ability to prepare spells.*\n\nAs an action, you can instantly prepare a spell from your available class spell list (or spellbook) that you did not have prepared. This spell choice must be of a level for which you have spell slots. You then lose preparation of a different spell of your choice of equal or higher spell level. \n\nIf you are multiclassed, you can only Flash Recall spells from a class that prepares spells. Once you use this ability, you must finish a short or long rest before you can use it again. ", :key :flash-recall, :name "Flash Recall", :option-pack "TDCG (NineArtsDragon#3773)", :prereqs #{:spellcasting}}, :gambler {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "• You gain proficiency with two types of gaming sets of your choice. \n\n• You have advantage on Charisma (Deception) checks to bluff opponents in games of chance, and Charisma (Persuasion) checks to convince others to join you for a game. \n\n• You have a reputation as a card shark in some circles. Some folks may avoid playing you for this reason, while other gamblers may seek you out specifically. \n\n• When you take the Carousing downtime action, you may reroll your result once, but must keep the results of the second roll. ", :key :gambler, :name "Gambler", :option-pack "TDCG (NineArtsDragon#3773)", :prereqs #{}, :props {:tool-prof-or-expertise {:dice-set true, :dragonchess-set true, :playing-card-set true, :poisoners-tools false, :three-dragon-ante-set true}}}, :mending-affinity {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "• When a creature uses a healer’s kit to stabilize you when you are dying, you also regain HP = your proficiency modifier. \n\n• Whenever you regain hit points as a result of a spell, potion, or class ability, you regain additional HP = your proficiency modifier", :key :mending-affinity, :name "Mending Affinity", :option-pack "TDCG (NineArtsDragon#3773)", :prereqs #{}}, :mystic-conflux {:ability-increases #{}, :description "• You have advantage on Intelligence (Arcana) checks when investigating the nature of a magical object or device. \n\n• You can now be attuned to a maximum of four magical items. ", :key :mystic-conflux, :name "Mystic Conflux", :option-pack "TDCG (NineArtsDragon#3773)", :prereqs #{}}, :spelldriver {:ability-increases #{}, :description "Prerequisite: Character level 8th or higher\nYou are no longer limited to one non-cantrip spell per turn. However, should you cast two or more spells in a single turn, only one of them can be of 3rd level or higher. ", :key :spelldriver, :name "Spelldriver", :option-pack "TDCG (NineArtsDragon#3773)", :prereqs #{}}, :thrown-arms-master {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "• Simple and martial melee weapons without the thrown property can be treated as if they have the thrown property. One-handed weapons have a range of 20/60, while two-handed weapons have a range of 15/30. \n• Weapons that naturally have the thrown property increase their range by +20/+40. \n• When you miss with a thrown weapon attack using a light weapon, it immediately boomerangs back into your grasp.", :key :thrown-arms-master, :name "Thrown Arms Master", :option-pack "TDCG (NineArtsDragon#3773)", :prereqs #{}}}, :orcpub.dnd.e5/languages {:druidic {:description "The secretive language used exclusively by druids.", :key :druidic, :name "Druidic", :option-pack "TDCG (NineArtsDragon#3773)"}, :thieves-cant {:description "The secret language of thieves, utilizing hand gestures, double speech, and subtle markings to communicate, even in a crowded room. Communicating in theives' cant takes twice as long as communicating normally.", :key :thieves-cant, :name "Thieves' Cant", :option-pack "TDCG (NineArtsDragon#3773)"}}, :orcpub.dnd.e5/monsters {:cinderslag-elemental {:description "Cinderslag elementals are pure manifestations of the hatred and furor of the deceased Cinder King, Thordak. A cinderslag’s molten gaze is a weapon of incredible power, capable of melting steel and stone with a single glance. If an elemental’s gaze were focused on buildings over the course of a few hours, or if several elementals worked in unison, entire cities could be leveled in a tide of molten stone.", :key :cinderslag-elemental, :int 1, :speed "20 ft., burrow 40 ft.", :name "Cinderslag Elemental", :alignment "chaotic evil", :cha 3, :hit-points {:die 10, :die-count 12, :modifier 36}, :type :elemental, :size :large, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 15, :str 15, :challenge 5, :con 20, :dex 12, :wis 10, :props {:condition-immunity {:grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true, :unconscious true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :poison false, :slashing true}}, :traits [{:description "", :name "Senses: darkvision 60 ft."} {:description "The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and must make a DC 14 Strength saving throw, becoming restrained on a failure. When the begins its turn while restrained in this way, it takes 5 (1d10) fire damage.   ", :name "Molten Form"} {:description "For every 5 feet that elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.", :name "Water Susceptibility"} {:description "The elemental makes two slam attacks.", :name "Mutliattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 2) bludgeoning damage plus 5 (1d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. ", :name "Slam", :type :action} {:description "Ranged Spell Attack: +8 to hit, range 30 ft., one target. Hit: 21 (6d6) fire damage and the target must make a DC 14 Constitution saving throw. On a failure, one nonmagical item the target is carrying instantly melts or burns to cinders.\n", :name "Molten Gaze"}]}, :ashari-waverider {:description "The waveriders of Vesrah know firsthand the dangers of the open ocean, and dedicate their lives to protecting seafarers from storms, pirates, and sea monsters. Though they are not warriors, they are accomplished healers and aquatic empaths, using their powers to seek out and rescue survivors of marine disasters, sometimes returning critically wounded survivors to Vesrah itself. The isolationist water ashari condemn this practice, fearing that the refugees threaten their way of life. The waveriders take their peers’ scorn in stride, for they would rather be righteous than popular. A waverider turns to violence only as a last resort, and prefer to fight in fishform than with their fishing harpoon, using hit-and-run tactics as a shark or their octopus form’s natural camouflage to harry opponents. When patrolling the open seas, waveriders skim across the water on personal waveboards with folding sails, similar in function to the skysails of the Zephrah. ", :key :ashari-waverider, :int 10, :speed "30 ft.", :name "Ashari Waverider", :alignment "neutral good", :cha 13, :hit-points {:die 8, :die-count 14, :modifier 14}, :type :humanoid, :size :medium, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 14, :skills {:athletics 8, :nature 3}, :str 15, :saving-throws {:con 4, :wis 6}, :challenge 4, :con 12, :dex 14, :wis 16, :props {:damage-resistance {:cold true}, :damage-vulnerability {:cold false}, :language {:common true, :druidic true, :primordial true}}, :traits [{:description "As a bonus action, the waverider can transform into a hunter shark or giant octopus. While in this form, the waverider cannot cast spells, but can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When the waverider is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in fishform for up to 3 hours, and can enter fishform twice, regaining expended uses after completing a short or long rest. ", :name "Fishform (Bonus Action)"} {:description "Whenever the waverider casts a spell of 1st level or higher that affects a nonhostile creature, that creature regains 3 hit points (in addition to any healing the spell may provide). ", :name "Healing Tides"} {:description "The waverider can speak with and understand aquatic plants and animals. ", :name "Marine Empathy"} {:description " The waverider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, poison spray, resistance 1st level (4 slots): cure wounds, create or destroy water, healing word 2nd level (3 slots): animal messenger, enhance ability, lesser restoration 3rd level (3 slots): conjure animals (aquatic beasts only), water walk, water breathing 4th level (1 slots): control water", :name "Spellcasting"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Attacks with this weapon while underwater are not made with disadvantage.", :name "Harpoon", :type :action}]}, :remnant-cultist {:description "All cultists of the Whispered One endure horrific rites of initiation that forever shackle them to the will of the cult leaders. Every cultist can feel the presence of their foul god just beyond the fabric of the physical world, and many claim to hear him speaking to them when the rest of the world is silent, urging them to prepare for his resurrection, either by secretly molding society to accept his return, or by concocting rituals that hasten his rebirth. ", :key :remnant-cultist, :int 18, :speed "30 ft.", :name "Remnant Cultist", :alignment "neutral evil", :cha 8, :hit-points {:die 8, :die-count 11, :modifier 11}, :type :humanoid, :size :medium, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 13, :skills {:deception 7, :stealth 7}, :str 10, :saving-throws {:wis 3}, :challenge 7, :con 12, :dex 16, :wis 8, :props {:damage-resistance {:necrotic true, :psychic true}, :language {:common true, :infernal true}}, :traits [{:description "The remnant cultist is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The cultist has the following wizard spells prepared: Cantrips (at will): chill touch, message, minor illusion, prestidigitation, ray of frost 1st level (4 slots): detect magic, hideous laughter, mage armor, shield 2nd level (3 slots): detect thoughts, suggestion 3rd level (3 slots): counterspell, fear, vampiric touch 4th level (3 slots): greater invisibility, phantasmal killer 5th level (2 slot): dream, mislead 6th level (1 slot): circle of death ", :name "Spellcasting"} {:description "Any attempt to form a mental link with the remnant cultist, scry the cultist, or cast speak with dead on a cultist instantly fails, and the creature that initiated the attempt takes 6d6 psychic damage.", :name "Unknowable Secrets"} {:description " The cultist has disadvantage on any attack roll made against a target more than 30 feet away. ", :name "One-Eyed"} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, the cultist may choose to wound its target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time the cultist wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", :name "Dagger of Wounding", :type :action}]}, :ashari-stoneguard {:description "The earth ashari of Terrah are a stoic people, slow to change socially, and more likely to fight defensive battles and outlast enemies than wage offensive wars. The Terrah stoneguard are the perfect embodiment of this ideal; their druidic training has been augmented by ancient combat techniques, allowing them to hold fast against a tide of enemies. They craft arms and armor from the granite around them, and their magical stonecraft rivals that of the dwarves. It is said that in mythic times, when elemental armies poured into Exandria, that two legendary stoneguards protected all of Terrah against the elemental onslaught for ten days and ten nights, guarding each other while their partner rested. ", :key :ashari-stoneguard, :int 10, :speed "30 ft.", :name "Ashari Stoneguard", :alignment "lawful neutral", :cha 9, :hit-points {:die 8, :die-count 16, :modifier 80}, :type :humanoid, :size :medium, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 15, :skills {:athletics 8, :intimidation 3}, :str 18, :saving-throws {:con 9, :str 8, :wis 6}, :challenge 7, :con 20, :dex 10, :wis 14, :props {:condition-immunity {:petrified true}, :language {:common true, :druidic true, :primordial true}}, :traits [{:description "The stoneguard makes three granite maul attacks.", :name "Multiattack", :type :action} {:description "", :name "Tremorsense 30ft"} {:description " The stoneguard is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, resistance 1st level (4 slots): goodberry, speak with animals, thunderwave 2nd level (2 slots): hold person, spike growth ", :name "Spellcasting"} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the attack hits, the stoneguard may also immediately cast thunderwave as a bonus action. This casting uses a spell slot, but no material components. ", :name "Granite Maul", :type :action} {:description "When a creature within 5 feet of the stoneguard attacks a target other than the stoneguard, it can make a single attack roll against the attacker.", :name "Sentinel (Reaction)"} {:description "When the stoneguard is attacked, it may gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of the attacker’s turn. ", :name "Skin to Stone (Reaction"}]}, :ravager-stabby-stabber {:description " Most adventurers and mercenaries take up arms against the Ravager after hearing stories of muscle-bound orcs terrorizing the free people of the Dividing Plains. They are prepared for single combat with great foes. They are not prepared for the Ravagers’ most terrifying weapon: the stabby-stabbers. Fresh-faced warriors from Emon laugh at the name when they first hear it in Kymal’s taverns, but veteran mercenaries close their eyes and hastily bury their face in their tankards.\nGoblins only join the Ravagers as slaves; spoils from orcish raids of goblin nests. Those that show exceptional skill are brought before their Slaughter Lord and forced to drink a terrible brew the orcs call skullfire. The concoction burns what little reason \nthe goblins had away, turning them into perfectly obedient, flesh-hungry monsters. In battle, stabby-stabbers swarm like rats, eviscerating fleeing innocents and warriors alike in seconds.", :key :ravager-stabby-stabber, :int 10, :speed "30 ft.", :name "Ravager Stabby-Stabber", :alignment "chaotic evil", :cha 7, :hit-points {:die 6, :die-count 8, :modifier 8}, :type :humanoid, :size :small, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 15, :str 10, :saving-throws {:wis 1}, :challenge 2, :con 12, :dex 16, :wis 8, :props {:condition-immunity {:charmed true}, :language {:common true, :goblin true}}, :traits [{:description " The goblin can take the Disengage or Hide action as a bonus action on each of its turns. ", :name "Nimble Escape"} {:description "When the goblin hits with a melee attack, it may attack again. It can continue making additional attacks until it does not hit. The goblin cannot move between attacks made with this trait. ", :name "Stabby Frenzy"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage", :name "Shortsword", :type :action} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.\n", :name "Dagger", :type :action}]}, :ashari-firetamer {:description "Firetamers are the elite elementalists of the Pyrah, using their attunement to the primordial forces of the world to not just create fire, not just command it, but tame it to their will. A firetamer of Pyrah is nothing like the manic pyromancers of Tal’Dorei; while the latter recklessly wields fire as a weapon, firetamers use their talent to protect others from fire’s destructive power—or to use that same power to destroy those who threaten their people. Firetamers are almost always accompanied by a salamander, a fire elemental, or a small herd of magma or smoke mephits. While home in Pyrah, ashari firetamers use their power to control the Rift of Flame or to control the flames of the Cindergrove.", :key :ashari-firetamer, :int 12, :speed "30 ft.", :name "Ashari Firetamer", :alignment "neutral good", :cha 11, :hit-points {:die 8, :die-count 16, :modifier 20}, :type :humanoid, :size :medium, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 17, :skills {:arcana 5, :nature 9}, :str 8, :challenge 7, :con 14, :dex 15, :wis 18, :props {:damage-resistance {:fire true}, :language {:common true, :druidic true, :primordial true}}, :traits [{:description " As a bonus action, the firetamer can transform into a fire elemental. While in this form, the firetamer cannot cast spells, but can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When the firetamer is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in flameform for up to 5 hours, and can enter flameform twice, regaining expended uses after completing a short or long rest. ", :name "Fireform"} {:description "The firetamer is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, mending, produce flame 1st level (4 slots): cure wounds, faerie fire, longstrider, jump 2nd level (3 slots): flame blade, heat metal, lesser restoration 3rd level (3 slots): daylight, dispel magic, protection from energy 4th level (3 slots): blight, freedom of movement, wall of fire 5th level (1 slot): conjure elemental ", :name "Spellcasting"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 14 (4d6) fire damage. ", :name "Scimitar", :type :action} {:description "Flamecharm (Recharges after a Short or Long Rest). The firetamer can cast dominate monster (save DC 16) on a fire elemental or other fire elemental creature. If the elemental has 150 or more hit points, it has advantage on the saving throw. ", :name "Flamecharm", :type :action}]}, :cyclops-stormcaller {:description "When a cyclops is born beneath a raging storm, the child is sometimes born different. Smaller than the rest, sickly and weak. Most of these stormborn cyclopes are relentlessly bullied and beaten for their tiny stature, and most die before adulthood. Those who survive do so because of the magic the Stormlord has bestowed upon them—intentionally or otherwise. As cyclopes are a simple-minded and magically-inert people, the power of a stormcaller awes and terrifies them. They believe that a stormcaller is nothing short of a god. ", :key :cyclops-stormcaller, :int 15, :speed "30 ft., fly 60 ft. (storm only)", :name "Cyclops Stormcaller", :alignment "neutral evil", :cha 20, :hit-points {:die 10, :die-count 12, :modifier 48}, :type :giant, :size :large, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 18, :skills {:arcana 6}, :str 16, :saving-throws {:cha 11, :con 6, :dex 2, :int 4, :str 5, :wis 5}, :challenge 10, :con 18, :dex 10, :wis 8, :props {:language {:common true, :elvish true, :giant true}}, :traits [{:description "The cyclops has disadvantage on any attack roll against a target more than 30 feet away. ", :name "Poor Depth Perception"} {:description "While within 1 mile of a storm, the cyclops gains a fly speed of 60 feet. ", :name "Storm Wings"} {:description "The cyclops has advantage on Constitution saving throws made to maintain concentration on a spell, and cannot lose concentration because of turbulent weather. ", :name "Supernatural Focus"} {:description "The cyclops’s innate spellcasting ability is Charisma (spell save DC 17). The cyclops can innately cast the following spells, requiring no material components: At-will: ray of frost (3d8), water walk 3/day each: ice storm, sleet storm, wind wall 1/day each: control weather, storm of vengeance ", :name "Innate Spellcasting"} {:description "The cyclops makes two ice claws attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 +3) slashing damage plus 3 (1d6) cold damage.", :name "Ice Claws", :type :action}]}, :goliath-brawler {:description "", :key :goliath-brawler, :int 9, :speed "40 ft.", :name "Goliath Brawler", :alignment "chaotic neutral", :cha 7, :hit-points {:die 8, :die-count 10, :modifier 20}, :type :humanoid, :size :medium, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 15, :skills {:acrobatics 4, :athletics 5, :intimidation 0, :perception 5}, :str 17, :saving-throws {:con nil}, :challenge 3, :con 14, :dex 15, :wis 16, :props {:language {:common true, :giant true}}, :traits [{:description "While the brawler is wearing no armor and not wielding a shield, its AC equals 10 + its Dexterity modifier + its Wisdom modifier.", :name "Unarmored Defense"} {:description "The brawler makes three unarmed attacks.", :name "Mutliattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the brawler can choose one of the following additional effects: \n• Bruise. The target must succeed on a DC 13 Constitution saving throw. On a failure, its speed is reduced by 5 feet until it receives at least 1 point of magical healing. A DC 15 Wisdom (Medicine) check performed as an action can also restore any lost speed. \n• Disarm. The target must succeed on a DC 13 Strength saving throw or drop one item it is holding. The brawler may choose which item is dropped, and may choose to pick it up. \n• Suplex. The target must succeed on a DC 13 Strength saving throw or be knocked prone. ", :name "Unarmed Attack", :type :action} {:description "When the stormborn takes damage, it may reduce the damage by 10 (1d12 + 4). It cannot use this trait again until it completes a short or long rest.", :name "Endurance (Reaction)"}]}, :clasp-cutthroat {:description "When the thieves and assassins of the Clasp need to “acquire” additional funds or “relieve” specific people of their possessions, their cutthroats are the first to be called. Clasp cutthroats can also represent any number of different rogues within the thieves’ guilds of Tal’Dorei.", :key :clasp-cutthroat, :int 8, :speed "30 ft.", :name "Clasp Cutthroat", :alignment "any non-lawful alignment", :cha 9, :hit-points {:die 8, :die-count 8, :modifier 8}, :type :humanoid, :size :medium, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 14, :skills {:deception 3, :stealth 7}, :str 10, :saving-throws {:dex 5}, :challenge 3, :con 12, :dex 16, :wis 14, :props {:language {:common true, :thieves-cant true}}, :traits [{:description " On each of its turns, the cutthroat can use a bonus action to take the Dash, Disengage, or Hide action. ", :name "Cunning Action"} {:description " The cutthroat deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the cutthroat that isn’t incapacitated and the cutthroat doesn’t have disadvantage on the attack roll. ", :name "Sneak Attack (1/turn)"} {:description "The cutthroat makes two shortsword or dagger attacks. ", :name "Mutliattack", :type :action} {:description " Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ", :name "Shortsword", :type :action} {:description " Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ", :name "Dagger", :type :action} {:description "When an attacker that the cutthroat can see hits it with an attack, the cutthroat takes half damage instead. ", :name "Uncanny Dodge (Reaction)"}]}, :goat-knight-steed {:description "", :key :goat-knight-steed, :int 6, :speed "40 ft.", :name "Goat-Knight Steed", :alignment "unaligned", :cha 6, :hit-points {:die 10, :die-count 3, :modifier 3}, :type :celestial, :size :large, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 11, :skills {:acrobatics 0, :athletics 0, :intimidation 0, :nature 0, :perception 0, :religion 0}, :str 17, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :str nil, :wis nil}, :challenge 0.5, :con 12, :dex 11, :wis 12, :props {:damage-immunity {:poison false}, :damage-resistance {:poison false}, :language {:common false, :dwarvish true, :giant false}}, :traits [{:description " If the goat-knight steed moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes a extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ", :name "Charge"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.\n", :name "Ram", :type :action} {:description "Any spell with a range of Self cast by a goat-knight rider who is mounted on a goat-knight steed also targets the goat-knight steed. ", :name "Rider and Steed"} {:description " The goat-knight steed has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ", :name "Sure-footed"} {:description " When the goat-knight steed drops to 0 hit points it disappears, leaving behind no physical form. A goat knight can also dismiss his steed at any point as an action, causing it to disappear. In either case, the same steed is summoned when the goat-knight casts find steed. ", :name "Divine Provenance"}]}, :ravager-slaughter-lord {:description " Orc warchiefs, hungry for recognition in the single burning eye of their god, turn to the Ravagers as a way to fight greater battles, kill stronger foes, and win bloodier spoils. The few war chiefs whose deeds live up to their ambitions soon find themselves leading an arm of the Ravagers—and honored by the title of Slaughter Lord. A Slaughter Lord craves combat like it craves food, and leads Ravager raids as often as possible, but is frequently forced to remain at its stronghold because of its strict regimen of alchemical treatments.\n A small army of shamans and alchemists attend to the Slaughter Lords in order to artificially enhance their already-tremendous strength. The blessings and concoctions crafted by the orc-lords’ lackeys grow their muscular forms to mountainous size, sharpen their tactical reasoning, and bestow upon them the divine protection of the One-Eyed Ruiner. While their unnatural size is a Slaughter Lord’s most obvious martial advantage—it dual-wields weapons most humans could only wield with two hands—the Ruiner’s blessings grant it tremendous divine magic. Rumors abound of brave warriors being slain or blinded by a single guttural utterance.", :legendary-actions {:description "The Slaughter Lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Slaughter Lord regains spent legendary actions at the start of its turn."}, :key :ravager-slaughter-lord, :int 12, :speed "30 ft.", :name "Ravager Slaughter Lord", :alignment "lawful evil", :cha 16, :hit-points {:die 8, :die-count 16, :modifier 80}, :type :humanoid, :size :medium, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 17, :skills {:intimidation 11, :religion 5}, :str 22, :saving-throws {:con 9, :str 10, :wis 7}, :challenge 9, :con 20, :dex 14, :wis 16, :props {:language {:common true, :orc true}}, :traits [{:description "As a bonus action, the Slaughter Lord can move up to its speed toward a hostile creature it can see.", :name "Aggressive"} {:description "The Slaughter Lord has been showered with a cocktail of divine blessings, and can call upon them at any time. Its innate spellcasting ability is Wisdom (spell save DC 15). The Slaughter Lord can innately cast the following spells, requiring no material components: At will: thaumaturgy 3/day each: flame strike, spirit guardians 1/day each: control weather, divine word, fire storm", :name "Blessings of the Ruiner"} {:description "If the Slaughter Lord fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (2/Day)"} {:description " While the Slaughter Lord is wearing no armor and not wielding a shield, its AC equals 10 + its Dexterity modifier + its Constitution modifier. ", :name "Unarmored Defense"} {:description "The Slaughter Lord makes four attacks with its greatswords or three attacks with its spear. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) fire damage. ", :name "Dual Greatswords", :type :action} {:description "Melee or Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) fire damage, or 15 (2d8 + 6) piercing damage plus 3 (1d6) fire damage if used with both hands to make a melee attack.", :name "Spear", :type :action} {:description "The Slaughter Lord makes a spear or greatsword attack. ", :name "Attack", :type :legendary-action} {:description "The Slaughter Lord moves up to half its speed.", :name "Move", :type :legendary-action} {:description "The Slaughter Lord casts an innate spell.\n", :name "Cast a Spell (Costs 3 Actions)", :type :legendary-action}]}, :ashari-skydancer {:description " While all in Zephrah love the sensation of flight, few hone their skills as rigorously as the skydancers. These graceful masters of the wind are at once artists, performers, and warriors; they are beloved heroes of their people, both defending them in times of danger and bringing them happiness in times of peace. ", :key :ashari-skydancer, :int 12, :speed "30 ft., fly 60 ft. (with skysail)", :name "Ashari Skydancer", :alignment "chaotic neutral", :cha 11, :hit-points {:die 8, :die-count 14}, :type :humanoid, :size :medium, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 14, :skills {:acrobatics 7, :perception 6}, :str 10, :saving-throws {:dex 7}, :challenge 5, :con 10, :dex 18, :wis 16, :props {:language {:common true, :druidic true, :primordial true}}, :traits [{:description "If the skydancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the skydancer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ", :name "Evasion"} {:description "The skydancer doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. ", :name "Flyby"} {:description "The skydancer flies with a special ashari weapon called a skysail. While the skysail’s wings are extended, the skydancer can cast levitate at will, and can spend an action to cast fly on itself (no concentration required) for up to 1 minute once per day. This use of fly instantly replenishes when in an area of powerful air elemental magic, such as the Rift of Air in Zephrah. ", :name "Skysail"} {:description " The skydancer is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): guidance, shillelagh 1st level (4 slots): fog cloud, entangle, jump 2nd level (2 slots): gust of wind, skywrite ", :name "Spellcasting"} {:description "The skydancer makes two skysail staff attacks. ", :name "Mutliattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the skydancer makes this attack while flying, the target must make a DC 14 Dexterity saving throw, taking 21 (6d6) lightning damage on a failure or half as much damage on a success.", :name "Skysail Staff"} {:description "When the skydancer takes falling damage, it may reduce the damage by half.", :name "Slow Fall (Reaction)"}]}, :clasp-enforcer {:description "The Clasp prefers to operate within the shadows, but sometimes targets of blackmail need a little “convincing.” Whenever scare tactics and brute force are needed, the Clasp’s musclebound enforcers make quite an impression.", :key :clasp-enforcer, :int 8, :speed "30 ft.", :name "Clasp Enforcer", :alignment "any non-lawful alignment", :cha 14, :hit-points {:die 8, :die-count 12, :modifier 48}, :type :humanoid, :size :medium, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 16, :skills {:athletics 6, :deception 0, :intimidation 8, :stealth 7}, :str 16, :saving-throws {:dex nil}, :challenge 5, :con 18, :dex 12, :wis 11, :props {:language {:common true, :thieves-cant true}}, :traits [{:description " Whenever the enforcer hits with a melee attack, the target must make a DC 15 Wisdom saving throw. On a failure, the target is frightened of the enforcer until the end of its next turn. The enforcer’s allies have advantage on attack rolls against creatures frightened in this way. ", :name "Intimidating Presence"} {:description "As a bonus action, the enforcer can regain 12 hit points. ", :name "Second Wind (Recharges after a Short or Long Rest)"} {:description "The enforcer makes three warhammer attacks", :name "Mutliattack", :type :action} {:description " Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. ", :name "Warhammer", :type :action}]}, :goliath-stormborn {:description "Countless goliath legends tell of heroes born beneath a raging storm. These stormborn grow to become peerless warriors, blessed with preternatural skill with a blade and the uncanny ability to command lightning itself. As warriors destined to become mythic heroes, stormborn fight with reckless abandon and are often distressingly prideful. Little do they know that destiny is a fickle thing, and that the songs of defeated stormborn (or worse, tyrannical ones) are rarely sung by the bards.", :key :goliath-stormborn, :int 9, :speed "30 ft.", :name "Goliath Stormborn", :alignment "chaotic neutral", :cha 9, :hit-points {:die 8, :die-count 12, :modifier 48}, :type :humanoid, :size :medium, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 13, :skills {:athletics 6, :intimidation 3}, :str 18, :saving-throws {:con 6}, :challenge 4, :con 18, :dex 12, :wis 11, :props {:language {:common true, :giant true}}, :traits [{:description " At the start of its turn, the stormborn can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. ", :name "Reckless"} {:description "The stormborn’s innate spellcasting ability is Charisma (spell save DC 9). The stormborn can innately cast the following spells, requiring no material components: 3/day: lightning bolt 1/day: call lightning ", :name "Innate Spellcasting"} {:description " The stormborn makes two greataxe attacks", :name "Mutliattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage plus 7 (2d6) lightning damage. Miss: 3 (1d6) lightning damage", :name "Greataxe", :type :action} {:description "When the stormborn takes damage, it may reduce the damage by 10 (1d12 + 4). It cannot use this trait again until it completes a short or long rest.", :name "Endurance (Reaction)"}]}, :kraghammer-goat-knight {:description "The sheer cliff faces and winding winding mountainside roads of the Cliffkeep Mountains are nearly impossible to traverse by normal means with any speed. However, the Peakclimber Knights of Kraghammer—commonly known as the goat-knights—are enforcers of peace and justice across the mountain range, and their giant goat steeds can easily traverse the harsh mountain slopes and climb nearly vertical slopes at their full pace. These knights are in service to the Allhammer, and often find themselves at odds with enforcing the laws of Kraghammer and upholding the edicts of their god. Travelers lost within the mountains are sometimes saved by a traveling goat-knight, who is able to lead them through dangerous-but-traversable mountain roads. ", :key :kraghammer-goat-knight, :int 10, :speed "25 ft., mounted 40 ft.", :name "Kraghammer Goat-Knight", :alignment "neutral good", :cha 14, :hit-points {:die 8, :die-count 8, :modifier 16}, :type :humanoid, :size :medium, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 20, :skills {:acrobatics 0, :athletics 0, :intimidation 0, :nature 3, :perception 0, :religion 6}, :str 16, :saving-throws {:cha 4, :con 4, :dex 1, :int 2, :str 5, :wis 2}, :challenge 3, :con 14, :dex 8, :wis 11, :props {:damage-immunity {:poison false}, :damage-resistance {:poison true}, :language {:common true, :dwarvish true, :giant false}}, :traits [{:description "Whenever the goat-knight or a friendly creature within 10 feet of it makes a saving throw, the creature gains a +2 bonus (included above). The knight must be conscious to grant this bonus. ", :name "Aura of Protection"} {:description "The goat-knight makes two warhammer attacks.", :name "Mutliattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.", :name "Warhammer", :type :action} {:description "The goat-knight has advantage on saving throws against poison.", :name "Dwarven Resiliance"} {:description "The goat-knight is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The goat-knight has the following paladin spells prepared: 1st level (4 slots): bless, cure wounds, protection from evil and good, sanctuary, shield of faith 2nd level (2 slots): branding smite, lesser restoration, locate object, zone of truth ", :name "Spellcasting"}]}, :remnant-chosen {:description "All followers of the Whispered One are zealous followers of their god-to-be. Every cultist spends hours in silent meditation, hoping to hear their long-dead master whisper a commandment from beyond the veil. For most, this meditation is fruitless. \nBut some do hear the whispers. In the silence of their meditation, the spectral voice of the Whispered One worms its way into their emptied minds, filling their heads with words of power. Fragments of the Whispered One’s ancient arcane might boils within their blood, granting them spells unseen since the Age of Arcanum.", :key :remnant-chosen, :int 15, :speed "30 ft.", :name "Remnant Chosen", :alignment "neutral evil", :cha 20, :hit-points {:die 8, :die-count 18, :modifier 36}, :type :humanoid, :size :medium, :option-pack "TDCG (NineArtsDragon#3773)", :armor-class 12, :skills {:arcana 11, :deception 9, :stealth 0}, :str 10, :saving-throws {:cha 9, :wis 6}, :challenge 12, :con 14, :dex 14, :wis 16, :props {:damage-immunity {:necrotic true}, :damage-resistance {:necrotic false, :psychic false}, :language {:abyssal true, :common true, :infernal true}}, :traits [{:description "The Chosen is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Chosen has the following sorcerer spells prepared: \nCantrips (at will): chill touch, dancing lights, mage hand, message, shocking grasp \n1st level (4 slots): charm person, expeditious retreat, mage armor,* shield \n2nd level (3 slots): blindness/deafness, darkness, detect thoughts \n3rd level (3 slots): counterspell, fly, hypnotic pattern \n4th level (3 slots): confusion, greater invisibility* \n5th level (3 slots): dominate person, scrying, seeming \n6th level (1 slot): eyebite \n7th level (1 slot): finger of death \n8th level (1 slot): power word stun \n9th level (1 slot): power word kill \n*The Chosen typically casts these spells on itself before combat. ", :name "Spellcasting"} {:description "As a bonus action, the Chosen may select a creature or object affected by an illusion spell of 4th level or lower. One illusion of the Chosen’s choice affecting that creature is instantly dispelled.", :name "All-Seeing Eye"} {:description "The Chosen has advantage on saving throws against spells and other magical effects, and resistance to all damage dealth by spells. ", :name "Magic Resistance"} {:description "Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 37 (5d6 + 20) force damage. If this damage reduces the target to 0 hit points, it is disintegrated.", :name "Withered Hand", :type :action} {:name "Senses: Truesight 60 ft."}]}}, :orcpub.dnd.e5/selections {:trick-shots {:key :trick-shots, :name "Trick Shots", :option-pack "TDCG (NineArtsDragon#3773)", :options [{:description "When making a CHA (Intimidation) check, you can expend 1 grit point to gain advantage on the roll", :name "Bullying Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to dizzy the target. On a hit, the creature takes normal damage and must succeed a CON saving throw or suffer disadvantage on attacks until the end of their next turn.", :name "Dazing Shot"} {:description "When you make a firearm attack against a creature, expend 1 grit point to gain advantage on the attack roll.", :name "Deadeye Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to shoot an object from their hands. On a hit, the creature takes normal damage and must succeed a STR saving throw or drop 1 held object of your choice and have that object pushed 10ft away from you. ", :name "Disarming Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to trip them or push them back. On a hit, the creature takes normal damage and must succeed a STR saving throw or be pushed 15ft away from you.", :name "Forceful Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind you target within your first range increment. Only the initial attack can misfire. ", :name "Piercing Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to topple a moving target. On a hit, the creature takes normal damage and must succeed a STR saving throw or be knocked prone. ", :name "Winging Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains +2 to the firearm's misfire score. If the attack hits, you can roll 1 additional weapon damage die per grit point spent when determining the damage.", :name "Violent Shot"}]}, :mutagen-formulas {:key :mutagen-formulas, :name "Mutagen Formulas", :option-pack "TDCG (NineArtsDragon#3773)", :options [{:description "You gain a flying speed of 20 ft. \nSide effect: You have disadvantage on all Strength and Dexterity ability checks.", :name "Aether (11th lvl)"} {:description "Your Dexterity score increases by your mutation score. \nSide effect: Your Wisdom score decreases by your mutation score.", :name "Celerity"} {:description "You gain advantage on Intelligence ability checks. \nSide effect: You have disadvantage on Charisma ability checks.\n", :name "Conversant"} {:description "You gain resistance to piercing damage. \nSide effect: You gain vulnerability to slashing damage.\n", :name "Impermeable"} {:description "You are immune to the grappled and restrained conditions. At 11th level, you are also immune to paralyzed. \nSide effect: Reduce your initiative by 2x your mutation score.", :name "Mobility"} {:description "You gain 60 ft. darkvision or increase your darkvision by 60 ft. \nSide effect: You gain Sunlight Sensitivity.\n", :name "Nighteye"} {:description "Your Strength score increases by your mutation score. \nSide effect: Your Dexterity score decreases by your mutation score.", :name "Potency"} {:description "Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet. \nSide effect: You have disadvantage on Dexterity ability checks.", :name "Rapidity"} {:description "Your Wisdom score increases by your mutation score. \nSide effect: Your AC is decreased by your mutation score.", :name "Sagacity"} {:description "You gain resistance to slashing damage. \nSide effect: You gain vulnerability to bludgeoning damage.\n", :name "Shielded"} {:description "While in combat, you regenerate HP = 2x your mutation score at the start of each turn as long as your HP>0. \nSide effect: Your speed decreases by 10 ft.", :name "Reconstruction (7th lvl)"} {:description "You make a single weapon attack as a bonus action on each of your turns. \nSide effect: You have disadvantage on all saving throws.", :name "Cruelty (11th lvl)"} {:description "Your weapon attacks have a crit range of 19-20. \nSide effect: All healing you receive is halved.\n", :name "Precision (11th lvl)"} {:description "You gain resistance to bludgeoning damage.\nSide effect: You gain vulnerability to piercing damage.", :name "Unbreakable"} {:description "You gain a bonus to initiative equal to 2x your mutation score.\nSide effect: You have disadvantage on Perception checks.", :name "Wariness"}]}, :trick-shots-lvl-18- {:key :trick-shots-lvl-18-, :name "Trick Shots (lvl.18)", :option-pack "TDCG (NineArtsDragon#3773)", :options [{:description "When making a CHA (Intimidation) check, you can expend 1 grit point to gain advantage on the roll", :name "Bullying Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to dizzy the target. On a hit, the creature takes normal damage and must succeed a CON saving throw or suffer disadvantage on attacks until the end of their next turn.", :name "Dazing Shot"} {:description "When you make a firearm attack against a creature, expend 1 grit point to gain advantage on the attack roll.", :name "Deadeye Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to shoot an object from their hands. On a hit, the creature takes normal damage and must succeed a STR saving throw or drop 1 held object of your choice and have that object pushed 10ft away from you. ", :name "Disarming Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to trip them or push them back. On a hit, the creature takes normal damage and must succeed a STR saving throw or be pushed 15ft away from you.", :name "Forceful Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind you target within your first range increment. Only the initial attack can misfire. ", :name "Piercing Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to topple a moving target. On a hit, the creature takes normal damage and must succeed a STR saving throw or be knocked prone. ", :name "Winging Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains +2 to the firearm's misfire score. If the attack hits, you can roll 1 additional weapon damage die per grit point spent when determining the damage.", :name "Violent Shot"}]}, :esoteric-rite {:key :esoteric-rite, :name "Esoteric Rite", :option-pack "TDCG (NineArtsDragon#3773)", :options [{:description "Your rite deals thunder damage.", :name "Rite of the Roar"} {:description "Your rite deals psychic damage.", :name "Rite of the Oracle"} {:description "Your rite deals necrotic damage.", :name "Rite of the Dead"}]}, :trick-shots-lvl-7- {:key :trick-shots-lvl-7-, :name "Trick Shots (lvl.7)", :option-pack "TDCG (NineArtsDragon#3773)", :options [{:description "When making a CHA (Intimidation) check, you can expend 1 grit point to gain advantage on the roll", :name "Bullying Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to dizzy the target. On a hit, the creature takes normal damage and must succeed a CON saving throw or suffer disadvantage on attacks until the end of their next turn.", :name "Dazing Shot"} {:description "When you make a firearm attack against a creature, expend 1 grit point to gain advantage on the attack roll.", :name "Deadeye Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to shoot an object from their hands. On a hit, the creature takes normal damage and must succeed a STR saving throw or drop 1 held object of your choice and have that object pushed 10ft away from you. ", :name "Disarming Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to trip them or push them back. On a hit, the creature takes normal damage and must succeed a STR saving throw or be pushed 15ft away from you.", :name "Forceful Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind you target within your first range increment. Only the initial attack can misfire. ", :name "Piercing Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to topple a moving target. On a hit, the creature takes normal damage and must succeed a STR saving throw or be knocked prone. ", :name "Winging Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains +2 to the firearm's misfire score. If the attack hits, you can roll 1 additional weapon damage die per grit point spent when determining the damage.", :name "Violent Shot"}]}, :blood-curses {:key :blood-curses, :name "Blood Curses", :option-pack "TDCG (NineArtsDragon#3773)", :options [{:description "As a bonus action. You can attempt to bind an enemy no more than one size larger than you within 30 ft. The target must succeed a Strength saving throw (DC = 8 + your proficiency bonus + your Wis modifier) or have their movement reduced to 0 until the beginning of your next turn.\n\nAMPLIFY: This curse becomes ongoing, and can affect a creature no more than two sizes larger than you. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like.", :name "Curse of Binding"} {:description "As a bonus action, you link yourself to a creature within 30ft. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half of the damage you suffered. The curse then ends.\n\nAMPLIFY: The curse instead deals damage equal to the damage you suffered, and it ignores Necrotic resistance.", :name "Curse of Mutual Suffering"} {:description "As a bonus action, choose a creature within 30ft, that creature makes a saving throw against a poisoned condition afflicting it.\n\nAMPLIFY: Your target instead makes a saving throw against one other condition afflicting it. This condition can be blinded, deafened, or paralyzed.", :name "Curse of Purgation"} {:description "When an enemy casts a spell that requires a spell attack roll and targets you, you can use your reaction to impose disadvantage on the spell attack roll.\n\nAMPLIFY: You make a Wisdom ability check. The DC equals 10 + the spell's level. On a success, the creature's spell misses you automatically.", :name "Curse of Spell Sunder"} {:description "When an enemy with eyes within 30ft makes a weapon attack against you, you can use your reaction to impose disadvantage on the attack.\n\nAMPLIFY: The triggering attack can be targeting a creature other than yourself.", :name "Curse of the Eyeless"} {:description "When a creature falls unconscious or dies within 30 feet of you, you can use your reaction to have the creature make a single weapon attack against a target of your choice within 5ft of the creature.\n\nAMPLIFY: The attack gets a bonus to attack and damage equal to your Wisdom modifier.", :name "Curse of the Fallen Puppet"} {:description "When a spell requires you to make a Dexterity saving throw, you can use your reaction to gain a bonus to the initial saving throw against the spell equal to your Wisdom modifier. The curse is invoked before the saving throw is rolled.\n\nAMPLIFY: You grant all allies within 5 feet of you get this bonus to their saving throw against the triggering spell.", :name "Curse of the Fending Rite"} {:description "As a bonus action, you mark a target within 30ft. Until the end of your turn, all crimson rite damage you deal to the target is doubled.\n\nAMPLIFY: The marked target also loses resistance to your rite damage type until the beginning of your next turn.", :name "Curse of the Marked"}]}, :fighting-style {:key :fighting-style, :name "Fighting Style", :option-pack "TDCG (NineArtsDragon#3773)", :options [{:description "+2 to attack rolls made with ranged weapons.", :name "Archery"} {:description "+2 to damage rolls when wielding a melee weapon in one hand and no other weapons.", :name "Dueling"} {:description "Re-roll 1s and 2s on damage with melee weapons that are two-handed/versatile.", :name "Great Weapon Fighting"} {:description "While duel-wielding weapons, you can add your ability modifier to the 2nd attack.", :name "Two-Weapon Fighting"}]}, :conducting-techniques {:key :conducting-techniques, :name "Conducting Techniques", :option-pack "TDCG (NineArtsDragon#3773)", :options [{:description "As an action, you expend and roll a Bardic Inspiration die. For the next 10 min, any creatures of your choice within 60 ft cannot be surprised, and gain a bonus on saving throws against traps and environmental hazards equal to your BI die.", :name "Aria of Suspense (Ansia)"} {:description "When a creature other than yourself within 60 ft of you hits with an attack, you can use your reaction to expend and roll a Bardic Inspiration die. The target of the attack must make a Strength save against your spell DC or take thunder damage = half the number rolled and be knocked prone.", :name "Crash (Marcato)"} {:description "When an ally brings a creature within 60 ft to 0 HP, you can use your reaction to expend and roll a Bardic Inspiration die. Select a number of creatures within 15 ft of the triggering ally = half the number rolled (minimum 1). Each target must make a Wisdom save against your spell DC or become frightened of that ally until the end of that ally's next turn. After the effect ends or they succeed their save, targeted creatures are immune to Dirge of Dread for 24 hours.", :name "Dirge of Dread (Finale)"} {:description "When a creature within 60 ft is forced to make a save, you can use your reaction to expend a Bardic Inspiration die. You reduce their saving throw by half the number rolled. You can use this feature after the creature makes its save roll, but before the DM determines the result.", :name "Dissonance (Discordia)"} {:description "As a bonus action, you expend and roll a Bardic Inspiration die and select a creature other than yourself within 60 ft. The target must succeed a Wisdom save against your spell DC or take psychic damage = half the number rolled and be pushed 10 ft in a direction of your choice. A target can choose to fail the save.", :name "Guiding Tone (Fermata)"} {:description "As a bonus action, choose a creature other than yourself within 60 ft. Expend and roll a Bardic Inspiration die, adding the number rolled to the creature's initiative and moving them up the initiative order accordingly. If this would push them higher than you, they immediately take their turn after you this round. A creature cannot be affected by Hasten Tempo again until they've finished a short or long rest.", :name "Hasten Tempo (Accelerando)"} {:description "When a creature that has a Bardic Inspiration die from you regains any HP, they can expend and roll their BI die to regain additional HP equal to the roll.", :name "Hymn of Harmony (Armonia)"} {:description "As an action you expend and roll a Bardic Inspiration die, and all other creatures you choose within 60 ft gain temporary HP = the roll + your Charisma modifier. These temporary HP last until the end of your next turn.", :name "Majestic Anthem (Maestoso)"} {:description "As a bonus action, you expend and roll a Bardic Inspiration die, choosing one weapon within 60 ft of you. Until the end of your next turn, all attacks with that weapon deal additional thunder damage = half the number rolled.", :name "Resonance (Risonanza)"} {:description "A creature with one of your Bardic Inspiration die can expend and roll the die to increase their speed for that turn. A roll of 1-4 increases their speed by 10 ft, 5-8 by 15 ft, and 9-12 by 20 ft.", :name "Sprint (Presto)"}]}, :primal-rites {:key :primal-rites, :name "Primal Rites", :option-pack "TDCG (NineArtsDragon#3773)", :options [{:description "Your rite deals fire damage.", :name "Rite of the Flame"} {:description "Your rite deals cold damage.", :name "Rite of the Frozen"} {:description "Your rite deals lightning damage.", :name "Rite of the Storm"}]}, :trick-shots-lvl-10- {:key :trick-shots-lvl-10-, :name "Trick Shots (lvl.10)", :option-pack "TDCG (NineArtsDragon#3773)", :options [{:description "When making a CHA (Intimidation) check, you can expend 1 grit point to gain advantage on the roll", :name "Bullying Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to dizzy the target. On a hit, the creature takes normal damage and must succeed a CON saving throw or suffer disadvantage on attacks until the end of their next turn.", :name "Dazing Shot"} {:description "When you make a firearm attack against a creature, expend 1 grit point to gain advantage on the attack roll.", :name "Deadeye Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to shoot an object from their hands. On a hit, the creature takes normal damage and must succeed a STR saving throw or drop 1 held object of your choice and have that object pushed 10ft away from you. ", :name "Disarming Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to trip them or push them back. On a hit, the creature takes normal damage and must succeed a STR saving throw or be pushed 15ft away from you.", :name "Forceful Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind you target within your first range increment. Only the initial attack can misfire. ", :name "Piercing Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to topple a moving target. On a hit, the creature takes normal damage and must succeed a STR saving throw or be knocked prone. ", :name "Winging Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains +2 to the firearm's misfire score. If the attack hits, you can roll 1 additional weapon damage die per grit point spent when determining the damage.", :name "Violent Shot"}]}, :trick-shots-lvl-15- {:key :trick-shots-lvl-15-, :name "Trick Shots (lvl.15)", :option-pack "TDCG (NineArtsDragon#3773)", :options [{:description "When making a CHA (Intimidation) check, you can expend 1 grit point to gain advantage on the roll", :name "Bullying Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to dizzy the target. On a hit, the creature takes normal damage and must succeed a CON saving throw or suffer disadvantage on attacks until the end of their next turn.", :name "Dazing Shot"} {:description "When you make a firearm attack against a creature, expend 1 grit point to gain advantage on the attack roll.", :name "Deadeye Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to shoot an object from their hands. On a hit, the creature takes normal damage and must succeed a STR saving throw or drop 1 held object of your choice and have that object pushed 10ft away from you. ", :name "Disarming Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to trip them or push them back. On a hit, the creature takes normal damage and must succeed a STR saving throw or be pushed 15ft away from you.", :name "Forceful Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind you target within your first range increment. Only the initial attack can misfire. ", :name "Piercing Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to topple a moving target. On a hit, the creature takes normal damage and must succeed a STR saving throw or be knocked prone. ", :name "Winging Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains +2 to the firearm's misfire score. If the attack hits, you can roll 1 additional weapon damage die per grit point spent when determining the damage.", :name "Violent Shot"}]}}, :orcpub.dnd.e5/subclasses {:the-archfey {:class :blood-hunter-order-of-the-profaned-soul, :key :the-archfey, :level-modifiers [{:level 7, :type :spell, :value {:ability :wis, :key :blur, :level 2}} {:level 15, :type :spell, :value {:ability :wis, :key :slow, :level 3}}], :name "The Archfey", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "If you deal rite damage to a creature, that creature loses any half/three-quarters cover bonuses, as well as invisibility until the start of your next turn.", :level 3, :name "Rite Focus"} {:description "You can cast blur using a profane soul spell slot once per day.", :level 7, :name "Revealed Arcana"} {:description "You can cast slow using a profane soul spell slot once per day.", :level 15, :name "Unsealed Arcana"}]}, :runechild {:class :sorcerer, :key :runechild, :level-modifiers [], :name "Runechild", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune. As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action. If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.", :name "Essence Runes"} {:description "Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.", :name "Glyphs of Aegis"} {:description "You can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost. ", :level 6, :name "Enhanced Glyphs of Aegis"} {:description "You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns. ", :level 6, :name "Sigilic Augmentation"} {:description "As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph", :level 6, :name "Manifest Inscriptions"} {:description "Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.", :level 14, :name "Runic Torrent"} {:description "You can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:\n• You have a flying speed of 40 feet. \n• Your spell save DC is increased by 2. \n• You have resistance to damage from spells. \n• When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level. \nWhen your Arcane Exemplar form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.", :level 18, :name "Arcane Exemplar Form"}]}, :order-of-the-lycan {:class :blood-hunter, :key :order-of-the-lycan, :level-modifiers [{:level 18, :type :spell, :value {:ability :wis, :key :blood-curse-of-the-howl, :level 1}}], :name "Order of the Lycan", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.", :level 3, :name "Heightened Senses"} {:description "As an action, you can transform into your Hybrid form twice before completing a short or long rest. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. \nWhile transformed you gain the features labeled 'Hybrid form.'", :level 3, :name "Hybrid Transformation"} {:description "Your speed increases by 10 ft. You also add 10 ft to your vertical jump and 3 ft to your high jump.", :level 7, :name "Stalker's Prowess"} {:description "While in hybrid form with an active rite, your unarmed strikes are considered magical.", :level 7, :name "Improved Predatory Strikes"} {:description "You can now transform as a bonus action, and your hybrid form lasts for 30 minutes.", :level 11, :name "Advanced Transformation"} {:description "When in hybrid form with an active rite, you have resistance to the damage type of that rite.", :level 11, :name "Improved Resilient Hide"} {:description "In hybrid form, you gain a +2 bonus to attack rolls with your unarmed strikes.", :level 11, :name "Feral Precision"} {:description "When ever you make a Wisdom saving throw against your Bloodlust feature, do so with advantage.", :level 15, :name "Iron Volition"} {:description "In hybrid form, you have advantage on attacks against creatures if at least one ally is within 5 feet of the creature.", :level 15, :name "Pack Hunter"} {:description "You can transform 3 times between rests. You also gain the Blood Curse of the Howl blood malediction, this does not count against your known blood curses.", :level 18, :name "Hybrid Transformation Mastery"} {:description "You gain a bonus to melee damage rolls equal to 1/2 of your proficiency modifier (rounded down). You have advantage on Strength Checks and Saving Throws.", :level 3, :name "Feral Might (Hybrid form)"} {:description "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. While you are not wearing heavy armor, you gain a +1 bonus to your AC.", :level 3, :name "Resilient Hide (Hybrid form)"} {:description "Your unarmed strikes deal 1d6 slashing damage and are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action with an unarmed strike. you can make another unarmed strike as a bonus action. Unarmed damage increases to 1d8 at 11th level, and 1d10 at 18th level.", :level 3, :name "Predatory Strikes (Hybrid form)"} {:description "Your have vulnerability to damage from silvered weapons.", :level 3, :name "Cursed Weakness (Hybrid form)"} {:description "At the start of your turn, if you've taken any damage since your last turn, you must make a DC 10 Wisdom saving throw (DC 15 if below half health). On a fail, you must move towards the nearest creature and use the Attack action against that creature, your turn immediately ends and you regain control. If you're under an effect that prevents you from concentrating, you automatically fail this saving throw.", :level 3, :name "Bloodlust (Hybrid form)"}]}, :gunslinger {:class :fighter, :key :gunslinger, :level-modifiers [{:level 3, :type :tool-prof, :value :tinkers-tools}], :level-selections [{:level 3, :num 2, :type :trick-shots} {:level 7, :num 1, :type :trick-shots-lvl-7-} {:level 10, :num 1, :type :trick-shots-lvl-10-} {:level 15, :num 1, :type :trick-shots-lvl-15-} {:level 18, :num 1, :type :trick-shots-lvl-18-}], :name "Gunslinger", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "You gain a number of grit points = your WIS modifier (min 1). You can regain 1 spent grit when you score a critical hit (Critical hits gained outside of dice rolls do not generate grit) and when you reduce a creature to 0 HP with a firearm. You regain all expended grit after a rest.", :level 3, :name "Grit"} {:description "You add your proficiency bonus to your initiative. You can also stow a firearm then draw another firearm as a single object interaction on your turn.", :level 7, :name "Quickdraw"} {:description "You can reload any firearm as a bonus action", :level 15, :name "Lightning Reload"} {:description "Your firearm attacks score a critical hit on a roll of 19-20.", :level 18, :name "Vicious Intent"} {:description "Whenever you score a critical hit on an attack with a firearm, the target suffers half the damage from the attack at the end of its next turn.", :level 18, :name "Hemorrhaging Critical"} {:description "Each use of a trick shot must be declared before the attack roll is made. You can only make one trick shot per attack. Each time you learn a new trick shot, you can also replace one trick shot you know with another from the list. (DC = 8 + your proficiency modifier + your DEX modifier)", :level 3, :name "Trick Shots"} {:description "You can spend 1 grit point to attempt to repair a misfire (but not broken) firearm as a bonus action.", :level 10, :name "Rapid Repair"}]}, :the-great-old-one {:class :blood-hunter-order-of-the-profaned-soul, :key :the-great-old-one, :level-modifiers [{:level 7, :type :spell, :value {:ability :wis, :key :detect-thoughts, :level 2}} {:level 15, :type :spell, :value {:ability :wis, :key :haste, :level 3}}], :name "The Great Old One", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "Whenever you critically hit a creature, they must make a Wisdom saving throw or be frightened of you until the end of your next turn.", :level 3, :name "Rite Focus"} {:description "You can cast detect thoughts using a profane soul spell slot once per day.", :level 7, :name "Revealed Arcana"} {:description "You can cast haste using a profane soul spell slot once per day.", :level 15, :name "Unsealed Arcana"}]}, :calling-of-the-spirit-guardian {:class :the-lingering-soul, :key :calling-of-the-spirit-guardian, :level-modifiers [], :name "Calling of the Spirit Guardian", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "Choose either your Wisdom or Charisma modifier to become your Aspect modifier. You gain proficiency in Charisma saving throws.", :name "Aspect of the Spirit Guardian"} {:description "As an action, target a weapon or object within 30ft of you. Until the end of your next turn, the next time the weapon or object hits a creature, it deals an additional 1d8 radiant damage (if you're good or neutral) or necrotic damage (if you are evil). You can use this feature while possessing a host.\nThe damage increases by 1d8 at 6th level, and again at 11th level and 15th level.", :name "Invoke Smite"} {:description "As an action, target a creature within 30ft of you to regain HP equal to 1d8 + your Aspect modifier. You can use this while possessing a host, and if your host is not your target, your host also regains an equal amount of HP.\nYou can use this feature twice per long rest. The number of d8s healed and uses increases at 6th, 11th, and 15th level.", :name "Sympathetic Mending"} {:description "While you are possessing a host, if an attacker that you can see hits your host with an attack, you can use your reaction to grant your host a bonus to their AC or save against the attack equal to your Aspect modifier. Once the attack is resolved, the possession immediately ends, and you cannot use your Possession feature until the end of your next turn.", :level 6, :name "Divine Barrier"} {:description "you can use an action to emit an aura around you up to a distance of 15ft for up to 1 minute. You can choose any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enter the area for the first time on a turn or starts its turn there, it must make a Wis save. On a fail, the creature takes 3d6 radiant/necrotic damage. On a success, the creature takes half damage. You can use this feature while possessing a host. You can use this feature once per rest.", :level 11, :name "Consecrated Emanation"} {:description "All friendly creature within 30ft of you gain 1 HP on a death saving throw of 18-20. This feature remains while possessing a host.", :level 15, :name "Savior Spirit"} {:description "As an action, you can imbue your host for 10 min. For the duration or until possession ends, they gain the following benefits. --They are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons. --They are immune to poison damage and the poisoned condition --They are immune to the prone, grappled, restrained, and petrified conditions --They can move through other creatures and objects as if they were difficult terrain. You both take 1d10 force damage if they end their turn inside an object. --They have a flying speed equal to their speed.\nThis feature can be used once per long rest.", :level 15, :name "Guardian Transformation"}]}, :calling-of-the-wraith {:class :the-lingering-soul, :key :calling-of-the-wraith, :level-modifiers [{:level 6, :type :damage-resistance, :value :cold} {:level 6, :type :damage-resistance, :value :necrotic}], :name "Calling of the Wraith", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "You choose your Dexterity, Intelligence, or Charisma modifier to become your Aspect modifier. You gain proficiency in Intelligence saving throws.", :name "Aspect of the Wraith"} {:description "As an action, you can make a melee Aspect attack against a creature within 5 feet of you. On a hit, the target takes necrotic damage equal to 1d8 + your Aspect modifier. If the target isn't Undead or a Construct, you regain HP = damage dealt.\nThe damage of Scything Claw increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 15th level.", :name "Scything Claw"} {:description "You no longer emit dim light in a 5ft radius. You gain darkvision out to 60ft, resistance to cold and necrotic damage, and Sunlight Sensitivity.\nWhile possessing a host, you can impart these benefits and detriments to them.", :level 6, :name "Shadow of the Grave"} {:description "You extinguish any natural open flames within 30ft of you. While in dim light or darkness, you can Hide as a bonus action. Whenever a living creature in dim light or darkness dies within 30ft of you, you gain temp. HP = 1d8 + your Aspect modifier. This aura remains while possessing a host.\nAt 15th level, the amount of temporary HP gained increases to 2d8 + your Aspect modifier.", :level 11, :name "Aura of Midnight"} {:description "As an action, you can target a humanoid corpse within 10ft that has been dead for no more than 1 minute, and died violently. A specter rises from the corpse or the nearest unoccupied space, and is under your control. You can issue commands as a free action while you are conscious, which it does its best to obey. You can have a number of specters equal to your Aspect modifier under your control at one time.", :level 15, :name "Create Specter"}]}, :order-of-the-mutant {:class :blood-hunter, :key :order-of-the-mutant, :level-modifiers [{:level 15, :type :damage-immunity, :value :poison}], :level-selections [{:level 3, :num 3, :type :mutagen-formulas} {:level 7, :type :mutagen-formulas} {:level 11, :type :mutagen-formulas} {:level 15, :type :mutagen-formulas} {:level 18, :type :mutagen-formulas}], :name "Order of the Mutant", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "You can take a short rest to concoct one mutagen you know. Consuming a mutagen requires a bonus action, and the effects and side effects last until you take a short or long rest.\n\nMutagens have no effect on large or larger creatures, and only impart the side effects on other medium or smaller creatures. All unconsumed mutagens become inert if not consumed before you finish your next short or long rest.\n\nMUTATION SCORE = blood hunter level ÷ 4, rounded up", :level 3, :name "Mutagen Craft"} {:description "You can create 2 mutagens during a short rest. Mutagens must be different formulas, and can be ingested with overlapping effects. Each mutagen still takes a separate bonus action to consume. At 15th level, you can create 3 mutagens during a short rest. ", :level 7, :name "Advanced Mutagen Craft"} {:description "You can use a bonus action to ignore the side effect of a mutagen for 1 minute. You can use this ability once per short or long rest.\n\n \n", :level 11, :name "Strange Metabolism"} {:description "You gain immunity to poison damage and the poisoned condition.", :level 15, :name "Robust Physiology"} {:description "Choose one of your known mutagen formulas. You gain all benefits and side effects permanently, at all times. You cannot change this choice of formula after this feature is acquired.\n", :level 18, :name "Exalted Mutation"}]}, :the-undying {:class :blood-hunter-order-of-the-profaned-soul, :key :the-undying, :level-modifiers [{:level 7, :type :spell, :value {:ability :wis, :key :blindness-deafness, :level 2}} {:level 15, :type :spell, :value {:ability :wis, :key :bestow-curse, :level 3}}], :name "The Undying", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "If you kill a hostile creature with a weapon attack, you regain HP = your crimson rite damage die.", :level 3, :name "Rite Focus"} {:description "You can cast blindness/deafness using a profane soul spell slot once per day.", :level 7, :name "Revealed Arcana"} {:description "You can cast bestow cures using a profane soul spell slot once per day.", :level 15, :name "Unsealed Arcana"}]}, :path-of-the-juggernaut {:class :barbarian, :key :path-of-the-juggernaut, :level-modifiers [], :name "Path of the Juggernaut", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.", :level 3, :name "Thunderous Blows"} {:description "You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. You cannot be knocked prone while raging unless you become unconscious. ", :level 3, :name "Stance of the Mountain"} {:description "You can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property. Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.", :level 6, :name "Demolishing Might"} {:description "When you make a weapon attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.", :level 10, :name "Overwhelming Cleave"} {:description "You can become “unstoppable” when you rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion ", :level 14, :name "Unstoppable"}]}, :college-of-the-maestro {:class :bard, :key :college-of-the-maestro, :level-modifiers [], :level-selections [{:level 3, :num 2, :type :conducting-techniques} {:level 6, :type :conducting-techniques} {:level 14, :type :conducting-techniques}], :name "College of the Maestro", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "You gain 1 extra use of Bardic Inspiration. You gain additional uses at 6th and 14th level.", :level 3, :name "Battle Muse"} {:description "You learn Conducting Techniques. All techniques require at least one free hand, baton, or wand to use. You must be able to see the target(s), and they must be able to hear you, for the technique to work.", :level 3, :name "Symphony of Conflict"} {:description "As an action, you can expend any number of Bardic Inspiration uses. For each use, another creature within 60 ft gets an Inspiration die. A creature can only have one Inspiration die at a time. You can use this feature 1/long rest.", :level 6, :name "Frenetic Crescendo"} {:description "As an action you begin conducting a captivating symphony. For up to 10 minutes, any number of creatures you choose within 60ft who can hear you have disadvantage on saves against being charmed or magical sleep, disadvantage on Perception checks against targets other than you. In combat, you can spend an action each turn to continue the performance or the effect ends. You can use this feature once per rest.", :level 14, :name "Virtuoso of Captivation"}]}, :way-of-the-cobalt-soul {:class :monk, :key :way-of-the-cobalt-soul, :level-modifiers [], :name "Way of the Cobalt Soul", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn an additional language of your choice. You gain extra languages at 11th and 17th level.", :level 3, :name "Mystical Erudation"} {:description "When you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level. ", :level 3, :name "Extract Aspects"} {:description "If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.\n", :level 6, :name "Extort Truth"} {:description "You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger. \nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.", :level 6, :name "Mind of Mercury"} {:description "If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature. ", :level 11, :name "Preternatural Counter"} {:description "Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder. ", :level 17, :name "Debilitating Barrage"}]}, :calling-of-the-poltergeist {:class :the-lingering-soul, :key :calling-of-the-poltergeist, :level-modifiers [{:type :spell, :value {:ability :str, :key :mage-hand}}], :name "Calling of the Poltergeist", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "Choose either your Strength, Dexterity, or Intelligence to become your Aspect. Your Aspect modifier equals the chosen ability modifier. You gain proficiency in Strength saving throws.", :name "Aspect of the Poltergeist"} {:description "You gain proficiency with 3 melee weapons of your choice. You can choose 2 more melee weapons to gain proficiency with at 6th, 11th, and 15th level.", :name "Implements of Anger"} {:description "You learn the Mage Hand cantrip. As an action, you can choose an object that weighs no more than 10 lbs within 30ft of you. You mystically hurl it 30ft in any direction. If you choose to have the object strike a creature, roll a ranged Aspect attack. On a hit, the creature takes 1d4 + your Aspect modifier bludgeoning damage, and the object drops to the ground. If the object is a weapon you are proficient in, use the weapon's damage dice and type instead. Any magical weapons you are proficient with and attuned to can be used with this feature.\nIf the target object is held by another creature, they must make a Strength save. On a fail, the creature drops the object you choose and you may move it up to 15ft.", :name "Haunt"} {:description "You can move two objects when you take the Haunt action. Alternatively, you can move a single object twice, allowing two attacks with a single object.", :level 6, :name "Advanced Haunt"} {:description "As a bonus action, select any pieces of wearable equipment within 30ft that aren't currently being worn. The equipment assembles around you, granting any AC bonuses, benefits, and detriments granted by wearing this equipment.\nYou don't need armor proficiency or the Str requirement of heavy armor. Any magical equipment you are attuned to can be used with this feature. You are limited by equipment slots.\nThis equipment remains assembled around you until you choose to drop it, attempt to possess a creature, you pass through a solid object, or until you take a rest.", :level 6, :name "Spectral Warrior"} {:description "As an action, you can choose a creature that is Large or smaller within 30ft. The target must make a Str save or be hurled 30ft in any direction, including upward. If the target hits a hard surface, creature, or heavy object, the target takes 1d8 bludgeoning damage per 10ft moved and is knocked prone.\nIf the target is hurled into another creature, they must make a Dex save. The second creature also takes this damage and is knocked prone on a fail, or half as much and remains standing on a success.\nYou can use this feature a number of times = your Aspect modifier per rest.", :level 11, :name "Phantasmic Force"} {:description "As an action, you cause nearby debris to whirl around you. Whenever an enemy comes within 30ft of you for the first time on a turn, or starts its turn there, it suffers 3d6 physical damage, 1 dice of each type. This feature lasts for 1 minute. You can use this feature once per long rest.", :level 15, :name "Torrent of Rage"}]}, :the-fiend {:class :blood-hunter-order-of-the-profaned-soul, :key :the-fiend, :level-modifiers [{:level 7, :type :spell, :value {:ability :wis, :key :scorching-ray, :level 2}} {:level 15, :type :spell, :value {:ability :wis, :key :fireball, :level 3}}], :name "The Fiend", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "While using Rite of the Flame, you can re-roll 1s on rite damage rolls once per attack.", :level 3, :name "Rite Focus"} {:description "You can cast scorching ray using a profane soul spell slot once per day.", :level 7, :name "Revealed Arcana"} {:description "You can cast fireball using a profane soul spell slot once per day.", :level 15, :name "Unsealed Arcana"}]}, :blood-domain {:class :cleric, :cleric-spells {1 {0 :sleep, 1 :ray-of-sickness}, 2 {0 :ray-of-enfeeblement, 1 :crown-of-madness}, 3 {0 :haste, 1 :slow}, 4 {0 :blight, 1 :stoneskin}, 5 {0 :dominate-person, 1 :hold-monster}}, :key :blood-domain, :level-modifiers [{:type :weapon-prof, :value :martial}], :name "Blood Domain", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level. ", :level 1, :name "Bloodletting Focus"} {:description "As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature. ", :level 2, :name "Channel Divinity: Blood Puppet"} {:description "As an action, if you have at sample of a creature's blood that's more than 2 ounces and less than a week old, you can learn information about them. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour. \n\nDuring your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson Bond is lost.\n", :level 6, :name "Channel Divinity: Crimson Bond"} {:description " As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 damage per spell slot level recovered. You can’t use this feature again until you finish a long rest", :level 8, :name "Sanguine Recall"} {:description "As an action, you emit an aura in a 30 ft radius around you. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer \n2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up). \n\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 10, :name "Vascular Corruption Aura"}]}, :order-of-the-ghostslayer {:class :blood-hunter, :key :order-of-the-ghostslayer, :level-modifiers [], :name "Order of the Ghostslayer", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "You learn the esoteric rite \"Rite of the Dawn.\" Rite of the Dawn deals radiant damage.\nIf you hit an Undead creature with your Rite of the Dawn, it suffers additional radiant damage equal to your Wisdom modifier.", :level 3, :name "Rite of the Dawn"} {:description "Your blood curses can now affect any creature, regardless of their form or lack of blood.", :level 7, :name "Hallowed Veins"} {:description "Any creature you hit with your Rite of the Dawn takes additional radiant damage equal to your Wisdom modifier.", :level 11, :name "Upgraded Rite of the Dawn"} {:description "You can spend a bonus action to allow your body to take a swift, ghostly form. This effect lasts a number of rounds equal to your Wisdom modifier. For the duration you can make a single weapon attack as a bonus action on each of your turns.\nYou become spectral for the duration, allowing you to move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If this surge ends while you are inside an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.\nOnce you use this feature, you must finish a short or long rest before you can use it again.\n", :level 11, :name "Supernal Surge"} {:description "You can see in normal darkness, as well as see invisible creatures and objects, up to 30 feet.", :level 15, :name "Gravesight"} {:description "Whenever your hit points drop to 0, you can let your soul emerge from your body to fight on. Your body remains unconscious and subject to death saving throws per normal. \nAt the beginning of your next turn, you can manifest a spirit form in your space that picks up your weapons and continues to fight, acting on your turn and every one of your subsequent turns under your control.\nYour spirit form has your stats and AC, as well as your weapons and ammunition, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necrotic, and non-magical weapon damage. Your spirit form has access to all your abilities except your blood maledict feature, and suffers no damage from your Crimson Rite feature.\nIf your spirit form takes any damage, your body dies, or you regain any hit points, your spirit form vanishes. If your spirit form vanishes, it drops your weapons in its space.", :level 18, :name "Vengeful Spirit"}]}, :totem-of-the-duck {:class :barbarian, :key :totem-of-the-duck, :level-modifiers [{:level 3, :type :spell, :value {:ability :con, :key :beast-sense, :level 2}} {:level 3, :type :spell, :value {:ability :con, :key :speak-with-animals, :level 1}} {:level 6, :type :damage-resistance, :value :acid} {:level 10, :type :spell, :value {:ability :con, :key :commune-with-nature, :level 5}}], :name "Totem of the Duck", :option-pack "TDCG (NineArtsDragon#3773)", :traits [{:description "While raging, when you are targeted with an attack that you can see, you can use your reaction to impose disadvantage on the attack roll.", :level 3, :name "Feathered Spirit"} {:description "You can cast Beast Sense and Speak with Animals, but only as rituals.", :level 3, :name "Spirit Seeker"} {:description "You gain resistance to Acid damage and a swimming speed = your walking speed.", :level 6, :name "Aspect of the Mallard"} {:description "You can cast Commune with Nature, but only as a ritual. When you do so, a duck appears to you to convey the information you seek.", :level 10, :name "Spirit Walker"} {:description "While raging, if you hit a creature with a melee attack on your turn, you can forgo one of your attacks to flap your arms while honking and flailing at that same target. The creature must succeed a WIS saving throw (DC = 8 + your proficiency modifier + your CHA modifier) or be frightened of you until the end of your next turn.", :level 14, :name "Ducktemic Attunement"}]}}, :orcpub.dnd.e5/subraces {:draconian {:key :draconian, :name "Draconian", :option-pack "TDCG (NineArtsDragon#3773)", :race :dragonborn, :traits []}, :ravenite {:abilities {:orcpub.dnd.e5.character/cha -1, :orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str -2, :orcpub.dnd.e5.character/wis 1}, :key :ravenite, :name "Ravenite", :option-pack "TDCG (NineArtsDragon#3773)", :props {:damage-resistance {:slashing true}, :language {:common false, :draconic false}}, :race :dragonborn, :speed 35, :traits [{:description "You have resistance to non-magical slashing damage.", :name "Damage Resistance"}]}}}, "KP - Deep Magic 10 - Shadow Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/selections {:light-eater-pact-boons {:key :light-eater-pact-boons, :name "Light-Eater Pact Boons", :option-pack "KPDM 10 - Shadow Magic", :options [{:description "Pact of the Chain: your familiar can take the Hide action whenever it's in dim light or darkness. It has disadvantage on attacks and Perception checks while in bright light. This applies to you when using its senses or casting spells through it while it's in bright light.", :name "Pact of the Chain"} {:description "Each time you create your pact weapon, you can choose whether it does its standard damage type or necrotic damage.", :name "Pact of the Blade"} {:description "Your book is literally made of shadow, it weighs nothing.", :name "Pact of the Tome"}]}}, :orcpub.dnd.e5/spells {:banshee-wail {:description "You emit a soul-shattering wail. Every creature\nwithin a 30-foot cone who hears the wail must make\na Wisdom saving throw. Those that fail lose half their\nremaining hit points and become frightened of you;\na frightened creature repeats the saving throw at\nthe end of its turn, ending the effect on itself with a\nsuccess. Those that succeed take 3d10 psychic damage\nand aren’t frightened. This spell has no effect on\nconstructs and undead.", :key :banshee-wail, :school "necromancy", :name "Banshee Wail", :duration "Instantaneous", :level 6, :option-pack "KPDM 10 - Shadow Magic", :components {:material true, :material-component "a swatch from a death shroud", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Self (30-foot cone)"}, :shadow-monsters {:description "Your spell targets up to 2 creatures within range.\nEach creature must make a Wisdom saving throw. If\nthe saving throw fails, the creature perceives its allies\nas hostile, shadowy monsters, and it must attack its\nnearest ally. An affected creature repeats the saving\nthrow at the end of its turn, ending the effect on itself\nwith a successful save.\n\nAt Higher Levels. If shadow monsters is cast with a 5thlevel\nor higher spell slot, one additional creature can\nbe targeted for each slot level above 4th.", :key :shadow-monsters, :school "illusion", :name "Shadow Monsters", :duration "Concentration, up to 1 minute", :level 4, :option-pack "KPDM 10 - Shadow Magic", :components {:material true, :material-component "a doll", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :cloying-darkness {:description "You reach out with a hand of decaying shadows.\nMake a ranged spell attack. If it hits, the target takes\n2d8 necrotic damage and must make a Constitution\nsaving throw. If it fails, its visual organs are enveloped\nin shadow until the start of your next turn, causing it\nto treat all lighting as if it’s one step lower in intensity\n(it treats bright light as dim, dim light as darkness,\nand darkness as magical darkness).\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 2nd level or higher, the damage increases\nby 1d8 for each slot level above 1st.", :key :cloying-darkness, :school "necromancy", :name "Cloying Darkness", :duration "1 round", :level 1, :option-pack "KPDM 10 - Shadow Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? true, :casting-time " 1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :douse-light {:description "With a hand gesture and an incantation, you are able\nto douse a single, small source of light within range.\nThis spell extinguishes a torch, a candle, a lantern, or\na light or dancing lights cantrip", :key :douse-light, :school "transmutation", :name "Douse Light", :duration "Instantaneous", :level 0, :option-pack "KPDM 10 - Shadow Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :cloak-in-shadow {:description "You siphon energy from the Shadow Realm to protect\nyourself from an immediate threat. As a reaction, you\npull shadows around yourself to distort reality. The\nattack against you is made with disadvantage and you\nhave resistance to radiant damage until the start of\nyour next turn.", :key :cloak-in-shadow, :school "abjuration", :name "Cloak in Shadow", :duration "Instantaneous", :level 1, :option-pack "KPDM 10 - Shadow Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 reaction, which you take when you are targeted by an attack but before the roll is made", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :malevolent-waves {:description "You create an invisible miasma that fills the area\nwithin 30 feet of you. All of your allies have advantage\non Dexterity (Stealth) checks they make within 30\nfeet of you, and all of your enemies are poisoned while\nwithin that radius.", :key :malevolent-waves, :school "abjuration", :name "Malevolent Waves", :duration "Concentration, up to 1 minute", :level 8, :option-pack "KPDM 10 - Shadow Magic", :components {:material true, :material-component "a profane object that has been bathed in blood", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :dark-dementing {:description "A dark shadow creeps across the target’s mind\nand leaves a small bit of shadow essence behind,\ntriggering a profound fear of the dark. The target\ncreature must make a Charisma saving throw. If it\nfails, the target is afflicted with a long-term madness\neffect. If the saving throw succeeds, the target is\nafflicted with a short-term madness effect.", :key :dark-dementing, :school "illusion", :name "Dark Dementing", :duration "Instantaneous", :level 5, :option-pack "KPDM 10 - Shadow Magic", :components {:material true, :material-component "a moonstone", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :shadow-puppets {:description "You are able to animate the shadow of a creature\nwithin range, causing it to attack the creature who cast\nit. Make a melee spell attack against the creature. If\nit hits, the target takes 2d8 psychic damage and must\nmake a successful Intelligence saving throw or be\nparalyzed until the start of your next turn.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level or higher, the damage increases\nby 1d8 for each slot level above 2nd.", :key :shadow-puppets, :school "illusion", :name "Shadow Puppets", :duration "Concentration, up to 1 minute", :level 2, :option-pack "KPDM 10 - Shadow Magic", :components {:material true, :material-component "a pinch of powdered lead", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :legion {:description "You call down a legion of shadowy soldier in a 10-foot cube. They are conjured from the Shadow Realm, and their features resemble a mockery of\nonce-living creatures. Whenever a creature starts its\nturn inside the cube, within 5 feet of it, or enters the\ncube for the first time on its turn, the conjured shades\nmake an attack using your melee spell modifier; if it\nhits, the target takes 3d8 necrotic damage. The space\ninside the cube is difficult terrain.", :key :legion, :school "conjuration", :name "Legion", :duration "Concentration, up to 1 minute", :level 3, :option-pack "KPDM 10 - Shadow Magic", :components {:material true, :material-component "a toy soldier", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :darkbolt {:description "You say a quick invocation to create a black nimbus\naround your hand, then hurl three rays of darkness at\none or more targets in range. The rays can be divided\nbetween targets however you like. Make a ranged\nspell attack for each target (not each ray); each ray\nthat hits does 1d10 cold damage. A target that was\nhit by any number of rays must make a successful\nConstitution saving throw or be unable to use a\nreaction until the start of its next turn.\n\nAt Higher Levels. When you cast this spell at 3rd\nlevel or higher, you create one additional ray for each\nlevel above 2nd.", :key :darkbolt, :school "evocation", :name "Darkbolt", :duration "Instantaneous", :level 2, :option-pack "KPDM 10 - Shadow Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :shadow-realm-gateway {:description "By drawing a circle of black chalk up to 15 feet in\ndiameter and chanting for one minute, you open a\nportal directly into the Plane of Shadow. The portal\nfills the chalk circle and appears as a vortex of inky\nblackness; nothing can be seen through it. Any\nobject or creature that passes through the portal\ninstantly arrives safely in the Shadow Realm. The\nportal remains open for one minute or until you\nlose concentration on it, and it can be used to travel\nbetween the Shadow Realm and the chalk circle, in\nboth directions, as many times as desired during the\nspell’s duration.\n\nThis spell can only be cast as a ritual.", :key :shadow-realm-gateway, :school "conjuration", :name "Shadow Realm Gateway", :duration "Concentration, up to 1 minute", :level 5, :option-pack "KPDM 10 - Shadow Magic", :components {:material true, :material-component "a piece of black chalk", :somatic true, :verbal true}, :ritual true, :attack-roll? false, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :become-nightwing {:description "By channeling the essence of the Shadow Realm into yourself, this spell imbues you with wings of shadow. For the duration of the spell, you gain a fly speed of 60\nfeet and a new attack action: nightwing breath.\n\nNightwing Breath (recharge 4–6). You exhale\nshadow-substance in a 30-foot cone. Each creature\nin the area takes 5d6 necrotic damage, or half\ndamage with a successful Dexterity saving throw.", :key :become-nightwing, :school "enchantment", :name "Become Nightwing", :duration "Concentration, up to 1 minute", :level 6, :option-pack "KPDM 10 - Shadow Magic", :components {:material true, :material-component "a crow's eye", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :dark-path {:description "You conjure a shadowy road between points to create\na bridge or path where there was none before. This\ncan bridge a chasm or create a smooth path through\ndifficult terrain to speed movement. The dark path is\n10 feet wide and up to 50 feet long. It can support up\nto 500 pounds of weight at one time. A creature that\nadds more weight than the path can support sinks\nthrough the path as if it didn’t exist.", :key :dark-path, :school "conjuration", :name "Dark Path", :duration "Concentration, up to 1 minute", :level 2, :option-pack "KPDM 10 - Shadow Magic", :components {:material true, :material-component "a lodestone", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :umbral-storm {:description "You create a channel to a region of the Shadow\nRealm that is inimical to life and order. A storm\nof dark, raging entropy fills a sphere 20 feet in\nradius, centered on a point you can see within\nrange. Any creature that starts its turn in the storm\nor enters it for the first time on its turn takes 6d8\nnecrotic damage and gains one level of exhaustion;\na successful Constitution saving throw halves the\ndamage and prevents exhaustion.\n\nYou can use a bonus action on your turn to move\nthe area of the storm 30 feet in any direction.", :key :umbral-storm, :school "necromancy", :name "Umbral Storm", :duration "Concentration, up to 1 minute", :level 9, :option-pack "KPDM 10 - Shadow Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual false, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :claws-of-darkness {:description "You shape shadows into claws that grow from your\nfingers and drip inky blackness. You can make melee\nspell attacks with these claws that deal 1d10 cold\ndamage, and the claws have a reach of 10 feet.", :key :claws-of-darkness, :school "evocation", :name "Claws of Darkness", :duration "Concentration, up to 1 minute", :level 0, :option-pack "KPDM 10 - Shadow Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :night-terrors {:description "You amplify the fear of darkness that lurks in the\nheart of all creatures. Select a target point you can\nsee within the spell’s range. Every creature within 20\nfeet of that point becomes frightened of you until the\nstart of your next turn and must make a successful\nWisdom saving throw or become paralyzed. A\nparalyzed creature can repeat the saving throw at the\nend of each of its turns, ending the effect on itself with\na success. Creatures immune to being frightened are\nnot affected by night terrors.", :key :night-terrors, :school "illusion", :name "Night Terrors", :duration "Concentration, up to 1 minute", :level 4, :option-pack "KPDM 10 - Shadow Magic", :components {:material true, :material-component "a crow's eye", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :black-ribbons {:description "You pull pieces of the Shadow Realm into your\nown reality, causing a 20-foot cube to fill with inky\nribbons that turn the area into difficult terrain and\nwrap around nearby creatures. Any creature that\nends its turn in the area becomes restrained by the\nshadow ribbons until the end of its next turn unless\nit makes a successful Dexterity saving throw. Once a\ncreature makes this saving throw successfully, it can’t\nbe restrained again by these black ribbons, but it’s still\naffected by the difficult terrain.", :key :black-ribbons, :school "conjuration", :name "Black Ribbons", :duration "Concentration, up to 1 minute", :level 1, :option-pack "KPDM 10 - Shadow Magic", :components {:material true, :material-component "a piece of ribbon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "40 feet"}, :negative-image {:description "You create a shadow-tunnel between your location\nand one other creature you can see within range. You\nand that creature instantly swap positions. If the\ntarget creature is unwilling to exchange places with\nyou, it can resist the effect by making a Charisma\nsaving throw. If the save succeeds, the spell has no\neffect.", :key :negative-image, :school "conjuration", :name "Negative Image", :duration "Instantaneous", :level 2, :option-pack "KPDM 10 - Shadow Magic", :components {:material true, :material-component "a piece of reflective obsidian", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :conjure-shadow-titan {:description "You summon a shadow titan, which appears in an\nunoccupied space that you can see within range.\nThe shadow titan’s statistics are identical to a stone\ngiant’s (mm 156), with two differences: its camouflage ability\nworks in dim light instead of rocky terrain, and the\n“rocks” it hurls are composed of shadow-stuff and\ncause cold damage.\n\nThe shadow titan is friendly to you and your\ncompanions. Roll initiative for the shadow titan;\nit acts on its own turn. It obeys verbal or telepathic\ncommands that you issue to it (giving a command\ntakes no action on your part). If you don’t issue any\ncommands to the shadow titan, it defends itself from\nhostile creatures but otherwise takes no actions.\n\nThe shadow titan disappears when it drops to 0 hit\npoints or when the spell ends.", :key :conjure-shadow-titan, :school "conjuration", :name "Conjure Shadow Titan", :duration "Concentration, up to 1 hour", :level 7, :option-pack "KPDM 10 - Shadow Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :call-shadow-mastiff {:description "You conjure a shadow mastiff (vgm 190) from the essence of\nthe Shadow Realm. This creature obeys your verbal\ncommands to aid you in battle or to seek out a\nspecific creature.\nThe mastiff is friendly to you and your companions.\nRoll initiative for the mastiff; it acts on its own turn.\nIt obeys simple, verbal commands from you (giving\na command takes no action on your part), within its\nability to act.\nThe mastiff disappears when it drops to 0 hit\npoints or when the spell ends.", :key :call-shadow-mastiff, :school "conjuration", :name "Call Shadow Mastiff", :duration "Concentration, up to 1 minute", :level 3, :option-pack "KPDM 10 - Shadow Magic", :components {:material true, :material-component "a dog's tooth", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}}, :orcpub.dnd.e5/subclasses {:shadow-bloodline {:class :sorcerer, :key :shadow-bloodline, :level-modifiers [{:level 6, :type :spell, :value {:ability :cha, :key :blur, :level 2}} {:level 6, :type :spell, :value {:ability :cha, :key :mirror-image, :level 2}}], :name "Shadow Bloodline", :option-pack "KPDM 10 - Shadow Magic", :traits [{:description "You gain darkvision out to 60 feet. Within that range, you see through magical darkness as if it were dim light", :name "Taint of Shadow"} {:description "As a bonus action, choose one creature you can see within 60 feet. It must succeed a Charisma saving throw or have disadvantage on its next attack roll or skill check involving sight. You can use this feature a number of times = your Charisma modifier per long rest.", :name "Evil Eye"} {:description "You have advantage on saving throws against Illusion magic. You can cast Blur or Mirror Image by spending 2 sorcery points.", :level 6, :name "Dark Illusions"} {:description "As a bonus action while lightly or heavily obscured, by spending 4 sorcery points you can step between shadows up to 200 ft apart. You can choose to stay inside the passage for a number of rounds = your Charisma modifier (minimum 1); during this time you are invisible, nothing can affect you, and you can't affect anything else.", :level 14, :name "Passage through the Dark"} {:description "Spend 4 sorcery points to radiate an aura with a radius of 15 ft. This area becomes lightly obscured, or heavily obscured if it was already dim. Enemies that start their turn in the aura take 10 necrotic damage and must succeed a Wisdom saving throw or become frightened. The aura lasts until the start of your next turn.", :level 18, :name "Tainted Shadows"}]}, :the-light-eater {:class :warlock, :key :the-light-eater, :level-modifiers [], :level-selections [{:level 3, :type :light-eater-pact-boons}], :name "The Light-Eater", :option-pack "KPDM 10 - Shadow Magic", :traits [{:description "As an action, force all creatures within 10 ft of you to make a Wisdom saving throw or be blinded until the end of your next turn. (Once per rest)", :name "Darkness Calls"} {:description "As a reaction when you take damage, you can teleport the creature who damaged you up to 60 ft away. It must succeed a Wisdom saving throw or take 2d6 cold damage and become frightened of you until the end of its next turn. (Once per rest)", :level 6, :name "Living Shadow"} {:description "You are immune to fear-based effects and cannot become Frightened. When an enemy uses an effect that would cause the Frightened condition against you, you can use your Reaction to turn the effect back on them, and they must succeed a Wisdom saving throw (your DC) or become frightened of you for 1 minute. Frightened creatures repeat their saving throws when they take damage.", :level 10, :name "Unshakable"} {:description "As an action, you can summon a shadow horror (Chuul; mm 40), it understands Common. Roll initiative for it. It is friendly to you and obeys your simple verbal commands for 1 hour or until it has 0 HP. If you give it no commands, it defends itself. You must maintain concentration on the shadow horror as if concentrating on a spell. If your concentration is broken, the horror vanishes. (Once per rest)", :level 14, :name "Call from Shadow"}], :warlock-spells {1 {0 :ray-of-sickness, 1 :cloying-darkness}, 2 {0 :blindness-deafness, 1 :dark-path}, 3 {0 :fear, 1 :legion}, 4 {0 :shadow-monsters, 1 :night-terrors}, 5 {0 :dark-dementing, 1 :shadow-realm-gateway}}}, :whisper {:class :rogue, :key :whisper, :level-modifiers [{:level 3, :type :spell, :value {:ability :int, :key :minor-illusion}} {:level 3, :type :spell, :value {:ability :int, :key :douse-light}}], :name "Whisper", :option-pack "KPDM 10 - Shadow Magic", :traits [{:description "You gain darkvision to 60 ft if you do not already have it.", :level 3, :name "Dark Trickery"} {:description "You can take the Hide action while you're in dim light and darkness, even if you're being observed. You have advantage on the Stealth check to become hidden. (Once per rest; twice at 7th level, three times at 15th level)", :level 3, :name "Fade Away"} {:description "You can teleport from one area of dim light or darkness to another within 60 feet. You must be able to see your destination or be familiar with it. As part of this action, you can make a Stealth check to hide if you aren't already. (Once per rest)", :level 9, :name "Shadow Road"} {:description "As an action, you can become invisible if you're in dim light or darkness. You remain invisible for 1 hour or until you attack or cast a spell. If you enter an area of bright light, you must succeed a DC 15 Stealth check to remain invisible. (Once per rest)", :level 13, :name "Become Shadow"} {:description "Attacks against you have disadvantage. If an attack hits you, this ability is disrupted until the start of your next turn. This ability does not protect you while unconscious or incapacitated.", :level 17, :name "Misdirection"}]}}}, "UA - Ranger + Rogue - (Nils#8466)" {:orcpub.dnd.e5/subclasses {:primeval-guardian {:class :ranger-revised-, :key :primeval-guardian, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :entangle, :level 1}} {:level 5, :type :spell, :value {:ability :wis, :key :enhance-ability, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :conjure-animals, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :giant-insect, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :insect-plague, :level 5}} {:level 5, :type :num-attacks, :value 2}], :name "Primeval Guardian", :option-pack "UA: Ranger & Rogue", :traits []}}}, "EE Spells (LunaMoonbringer#2094)" {:orcpub.dnd.e5/spells {:whirlwind {:description "A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.", :key :whirlwind, :school "evocation", :name "Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack "EE Spells", :components {:material true, :material-component "a piece of straw", :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "300 feet"}, :aganazzars-scorcher {:description "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :aganazzars-scorcher, :school "evocation", :name "Aganazzar's Scorcher", :duration "Instantaneous", :level 2, :option-pack "EE Spells", :components {:material true, :material-component "a red dragon's scale", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "30 feet"}, :shape-water {:description "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\nYou instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.\nYou cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\nYou change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\nYou freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :shape-water, :school "transmutation", :name "Shape Water", :duration "1 hour", :level 0, :option-pack "EE Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :elemental-bane {:description "Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", :key :elemental-bane, :school "transmutation", :name "Elemental Bane", :duration "Concentration, up to 1 minute", :level 4, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :warlock true, :wizard true}, :range "90 feet"}, :skywrite {:description "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.", :key :skywrite, :school "transmutation", :name "Skywrite", :duration "Concentration, up to 1 hour", :level 2, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :wizard true}, :range "Sight"}, :maximillians-earthen-grasp {:description "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.", :key :maximillians-earthen-grasp, :school "transmutation", :name "Maximillian's Earthen Grasp", :duration "Concentration, up to 1 minute", :level 2, :option-pack "EE Spells", :components {:material true, :material-component "a miniature hand sculpted from clay", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "30 feet"}, :frostbite {:description "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\nAt Higher Levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :frostbite, :school "evocation", :name "Frostbite", :duration "Instantaneous", :level 0, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :melfs-minute-meteors {:description "You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.", :key :melfs-minute-meteors, :school "evocation", :name "Melf's Minute Meteors", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "EE Spells", :components {:material true, :material-component "niter, sulfur, and pine tar formed into a bead", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "Self"}, :dust-devil {:description "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :dust-devil, :school "conjuration", :name "Dust Devil", :duration "Concentration, up to 1 minute", :level 2, :option-pack "EE Spells", :components {:material true, :material-component "a pinch of dust", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :earth-tremor {:description "You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :earth-tremor, :school "evocation", :name "Earth Tremor", :duration "Instantaneous", :level 1, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :wizard true}, :range "Self (10-foot radius)"}, :beast-bond {:description "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.", :key :beast-bond, :school "divination", :name "Beast Bond", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "EE Spells", :components {:material true, :material-component "a bit of fur wrapped in cloth", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :transmute-rock {:description "You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.\nTransmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration. The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTransmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.", :key :transmute-rock, :school "transmutation", :name "Transmute Rock", :duration "Until Dispelled", :level 5, :option-pack "EE Spells", :components {:material true, :material-component "clay and water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}, :thunderclap {:description "You create a burst of thunderous sound, that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.\nAt Higher Levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school "evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack "EE Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self (5-foot radius)"}, :storm-sphere {:description "A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.", :key :storm-sphere, :school "evocation", :name "Storm Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :investiture-of-ice {:description "Until the spell ends, ice rimes your body, and you gain the following benefits:\nYou are immune to cold damage and have resistance to fire damage.\nYou can move across difficult terrain created by ice or snow without spending extra movement.\nThe ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\nYou can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", :key :investiture-of-ice, :school "transmutation", :name "Investiture of Ice", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :ice-knife {:description "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above first.", :key :ice-knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level 1, :option-pack "EE Spells", :components {:material true, :material-component "a drop of water or a piece of ice", :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :control-winds {:description "You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.\nGusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\nDowndraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.\nUpdraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.", :key :control-winds, :school "transmutation", :name "Control Winds", :duration "Concentration, up to 1 hour", :level 5, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "300 feet"}, :watery-sphere {:description "You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.", :key :watery-sphere, :school "conjuration", :name "Watery Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "EE Spells", :components {:material true, :material-component "a droplet of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "90 feet"}, :magic-stone {:description "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.", :key :magic-stone, :school "transmutation", :name "Magic Stone", :duration "1 minute", :level 0, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :warlock true}, :range "Touch"}, :abi-dalzims-horrid-wilting {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "EE Spells", :components {:material true, :material-component "a bit of sponge", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :control-flames {:description "You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:\n• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.\n• You instantaneously extinguish the flames within the cube.\n• You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.\n• You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :control-flames, :school "transmutation", :name "Control Flames", :duration "Instantaneous or 1 hour", :level 0, :option-pack "EE Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :pyrotechnics {:description "Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.\nFireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\nSmoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.", :key :pyrotechnics, :school "transmutation", :name "Pyrotechnics", :duration "Instantaneous", :level 2, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "60 feet"}, :wall-of-sand {:description "You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.", :key :wall-of-sand, :school "evocation", :name "Wall of Sand", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "EE Spells", :components {:material true, :material-component "a handful of sand", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "90 feet"}, :maelstrom {:description "A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.", :key :maelstrom, :school "evocation", :name "Maelstrom", :duration "Concentration, up to 1 minute", :level 5, :option-pack "EE Spells", :components {:material true, :material-component "paper or leaf in the shape of a funnel", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :wall-of-water {:description "You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.", :key :wall-of-water, :school "evocation", :name "Wall of Water", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "EE Spells", :components {:material true, :material-component "a drop of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :earthbind {:description "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.", :key :earthbind, :school "transmutation", :name "Earthbind", :duration "Concentration, up to 1 minute", :level 2, :option-pack "EE Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}, :tidal-wave {:description "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration "Instantaneous", :level 3, :option-pack "EE Spells", :components {:material true, :material-component "a drop of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "120 feet"}, :bones-of-the-earth {:description "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.\nAt Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.", :key :bones-of-the-earth, :school "transmutation", :name "Bones of the Earth", :duration "Instantaneous", :level 6, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :create-bonfire {:description "You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :create-bonfire, :school "conjuration", :name "Create Bonfire", :duration "Concentration, up to 1 minute", :level 0, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :warding-wind {:description "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:\n It deafens you and other creatures in its area.\n It extinguishes unprotected flames in its area that are torch-sized or smaller.\n It hedges out vapor, gas, and fog that can be dispersed by strong wind.\n The area is difficult terrain for creatures other than you.\n The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.", :key :warding-wind, :school "evocation", :name "Warding Wind", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "EE Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :wizard true}, :range "Self"}, :flame-arrows {:description "You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.", :key :flame-arrows, :school "transmutation", :name "Flame Arrows", :duration "Concentration, up to 1 hour", :level 3, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true, :sorcerer true, :wizard true}, :range "Touch"}, :absorb-elements {:description "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", :key :absorb-elements, :school "abjuration", :name "Absorb Elements", :duration "1 round", :level 1, :option-pack "EE Spells", :components {:somatic true}, :casting-time "1 reaction", :spell-lists {:druid true, :ranger true, :sorcerer true, :wizard true}, :range "Self"}, :vitriolic-sphere {:description "You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.", :key :vitriolic-sphere, :school "evocation", :name "Vitriolic Sphere", :duration "Instantaneous", :level 4, :option-pack "EE Spells", :components {:material true, :material-component "a drop of giant slug bile", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :mold-earth {:description "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\nIf you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.\nYou cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.\nIf the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :mold-earth, :school "transmutation", :name "Mold Earth", :duration "1 hour", :level 0, :option-pack "EE Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :catapult {:description "Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", :key :catapult, :school "transmutation", :name "Catapult", :duration "Instantaneous", :level 1, :option-pack "EE Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "60 feet"}, :investiture-of-wind {:description "Until the spell ends, wind whirls around you, and you gain the following benefits:\nRanged weapon attacks made against you have disadvantage on the attack roll.\nYou gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.\nYou can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", :key :investiture-of-wind, :school "transmutation", :name "Investiture of Wind", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :erupting-earth {:description "Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.", :key :erupting-earth, :school "transmutation", :name "Erupting Earth", :duration "Instantaneous", :level 3, :option-pack "EE Spells", :components {:material true, :material-component "a piece of obsidian", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "120 feet"}, :investiture-of-stone {:description "Until the spell ends, bits of rock spread across your body, and you gain the following benefits:\nYou have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\nYou can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\nYou can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", :key :investiture-of-stone, :school "transmutation", :name "Investiture of Stone", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :primordial-ward {:description "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.\nWhen you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.", :key :primordial-ward, :school "abjuration", :name "Primordial Ward", :duration "Concentration, up to 1 minute", :level 6, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :investiture-of-flame {:description "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:\nYou are immune to fire damage and have resistance to cold damage.\nAny creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\nYou can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", :key :investiture-of-flame, :school "transmutation", :name "Investiture of Flame", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :immolation {:description "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.", :key :immolation, :school "evocation", :name "Immolation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "EE Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}, :gust {:description "You seize the air and compel it to create one of the following effects at a point you can see within range:\nOne Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\nYou create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.\nYou create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", :key :gust, :school "transmutation", :name "Gust", :duration "Instantaneous", :level 0, :option-pack "EE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :snillocs-snowball-swarm {:description "A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", :key :snillocs-snowball-swarm, :school "evocation", :name "Snilloc's Snowball Swarm", :duration "Instantaneous", :level 2, :option-pack "EE Spells", :components {:material true, :material-component "a piece of ice or a small white rock chip", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}}}, "KP - Deep Magic 09 - Ring Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/feats {:circle-spellcaster {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :description "You can spend 2 hours (including during a long rest) creating a bond with another\nspellcaster. Both of you must spend this time in meditation within 10 feet of each other. When one caster makes a concentration check, the other can use their reaction to also make the saving throw. If either of you succeeds, concentration is unbroken. If both saving throws fail, you both lose concentration on any spells and take 2d6 psychic damage. You can have this bond with one spellcaster at a time. It lasts until the end of your next long rest.", :key :circle-spellcaster, :name "Circle Spellcaster", :option-pack "KPDM 9 - Ring Magic", :prereqs #{:spellcasting}}, :ring-bound {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :description "• You have advantage on saving throws against transmutation spells.\n• You can physically bind your ring token to a weapon with 1 hour of work that can be completed during a short rest. As a bonus action you can make this weapon magical until the start of your next turn. (Twice per rest)\n• Ring wardens and others who respect the traditions of ring magic are favorable towards you. Their starting attitude toward you automatically improves by one step, and you have advantage on Charisma checks with them. ", :key :ring-bound, :name "Ring-Bound", :option-pack "KPDM 9 - Ring Magic", :prereqs #{}}}, :orcpub.dnd.e5/monsters {:ring-servant {:description "The head, arms, and torso of this massive figure\nare composed of metal plates surrounding a core\nof glowing energy. The whole resembles a vaguely\nhumanoid figure, with two metal rings glowing with\nrunes encircling its fists.\nRing servants are mighty constructs created by ring\nmagic. Though large in stature, they are deceptively\nlight because most of their form is composed of\nenergy. A ring servant stands 10 feet tall and weighs\n300 pounds.", :key :ring-servant, :int 8, :speed "fly 60 ft. (hover)", :name "Ring Servant", :alignment "neutral", :cha 10, :hit-points {:die 10, :die-count 12, :modifier 48}, :type :construct, :size :large, :option-pack "KPDM 9 - Ring Magic", :armor-class 15, :skills {:athletics 8, :perception 4}, :str 20, :saving-throws {:str 8, :wis 4}, :challenge 8, :con 18, :dex 10, :wis 13, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}}, :traits [{:description "The ring servant is immune to any spell or effect that would alter its form.", :name "Immutable Form"} {:description "The ring servant's slam attacks are magical.", :name "Magic Weapons"} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. \nA creature hit by a slam attack must succeed on a DC 16 Strength saving throw or fall prone.", :name "Multiattack", :type :action} {:description "The ring servant\nmagically generates a spinning ring of energy around\nitself that lasts until the start of its next turn. While the\nring is active, any creature that starts its turn within 5 feet\nof the ring servant or moves to within 5 feet of it during a\nturn takes 22 (5d8) force damage, or half damage with a\nsuccessful DC 15 Dexterity saving throw.", :name "Ring of Destruction", :type :action}]}}, :orcpub.dnd.e5/selections {:magic-ring-diagram {:key :magic-ring-diagram, :name "Magic Ring Diagram", :option-pack "KPDM 9 - Ring Magic", :options [{:description "You can craft this ring if you have the prerequisites and have the required amount of gold, as well as any special materials determined by your DM.", :name "Ring of Jumping"} {:description "You can craft this ring if you have the prerequisites and have the required amount of gold, as well as any special materials determined by your DM.", :name "Ring of Mind Shielding"} {:description "You can craft this ring if you have the prerequisites and have the required amount of gold, as well as any special materials determined by your DM.", :name "Ring of Protection"} {:description "You can craft this ring if you have the prerequisites and have the required amount of gold, as well as any special materials determined by your DM.", :name "Ring of the Ram"} {:description "You can craft this ring if you have the prerequisites and have the required amount of gold, as well as any special materials determined by your DM.", :name "Ring of Regeneration"} {:description "You can craft this ring if you have the prerequisites and the have required amount of gold, as well as any special materials determined by your DM.", :name "Ring of Resistance"} {:description "You can craft one magical ring at your DM's discretion if you meet the crafting prerequisites and have the required amount of gold, as well as any special materials determined by your DM.", :name "Other Ring"}]}}, :orcpub.dnd.e5/spells {:spinning-axes {:description "Spinning axes made of luminous force burst out from\nyou in a ring shape, striking all creatures within 10\nfeet of you. Each creature within 10 feet of you takes\n5d8 force damage, or half damage with a successful\nDexterity saving throw. Creatures that aren’t undead\nor constructs and that are damaged by this spell begin\nbleeding. A bleeding creature takes 2d6 necrotic\ndamage at the end of its turn. Bleeding can be stopped\nby using an action to make a successful Wisdom\n(Medicine) check against your spell save DC or by any\namount of magical healing or regeneration. Bleeding\nstops automatically after 1 minute.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 5th level or higher, the damage increases\nby 1d8 for each slot level above 4th.", :key :spinning-axes, :school "evocation", :name "Spinning Axes", :duration "Instantaneous", :level 4, :option-pack "KPDM 9 - Ring Magic", :components {:material true, :material-component "an iron ring", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :innocuous-aspect {:description "A ring of false vision encircles all creatures within 20\nfeet of you. You and every creature within the area\nthat you choose to affect take on the appearance of\na single type of harmless creature or object chosen\nby you. Each image is identical, and only vision is\naffected. Sounds, movement, or physical inspection\ncan give the ruse away.\n\nA creature that uses its action to examine the image\ncan determine that it is an illusion with a successful\nIntelligence (Investigation) check against your spell\nsave DC. If a creature discerns the illusion for what it\nis, that creature sees through the image.", :key :innocuous-aspect, :school "illusion", :name "Innocuous Aspect", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "KPDM 9 - Ring Magic", :components {:material true, :material-component "a paper ring", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :hoarfrost {:description "A melee weapon you are holding is imbued with deep\ncold. For the duration, a rime of frost covers the\nweapon and light vapor rises from it if the temperature of the surrounding area is above freezing. The weapon becomes magical and deals an additional 1d4\ncold damage on a successful hit. The spell ends if you\ncast it again or if you let go of the weapon.\n\nThe spell’s damage increases by 1d4 when you reach\n5th level (2d4), 11th level (3d4), and 17th level (4d4).", :key :hoarfrost, :school "evocation", :name "Hoarfrost", :duration "1 minute", :level 0, :option-pack "KPDM 9 - Ring Magic", :components {:material true, :material-component "a iron ring that has been subjected to freezing temperature for at least a day", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :ring-strike {:description "You infuse up to two metal rings with magic, causing\nthem to revolve in a slow orbit around your head or\nhand. For the duration, when you hit a target within\nthe spell’s range with an attack, you can launch one of\nthe rings to strike the target as well. The target takes\n1d10 bludgeoning damage and must succeed on a\nStrength saving throw or be pushed 5 feet directly\naway from you. The ring is destroyed when it strikes.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 2nd level or higher, you can affect up to\ntwo additional rings for each spell slot above 1st.", :key :ring-strike, :school "transmutation", :name "Ring Strike", :duration "1 hour", :level 1, :option-pack "KPDM 9 - Ring Magic", :components {:material true, :material-component "a metal ring for each strike granted by the spell, which the spell consumes", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :circle-of-devestation {:description "You create a 10-foot tall, 20-foot radius ring of\ndestructive energy around a point you can see within\nrange. The area inside the ring is difficult terrain.\nWhen you cast the spell and as a bonus action on each\nof your turns, you can choose one of the following\ndamage types: cold, fire, lightning, necrotic, or\nradiant. Creatures and objects that touch the ring,\nthat are inside it when it’s created, or that end their\nturn inside the ring take 6d6 damage of the chosen\ntype, or half damage with a successful Constitution\nsaving throw. A creature or object reduced to 0 hit\npoints by the spell is reduced to fine ash.\nAt the start of each of your subsequent turns, the\nring’s radius expands by 20 feet. Any creatures or\nobjects touched by the expanding ring are subject to\nits effects immediately.", :key :circle-of-devestation, :school "evocation", :name "Circle of Devestation", :duration "Concentration, up to 1 minute", :level 9, :option-pack "KPDM 9 - Ring Magic", :components {:material true, :material-component "a metal ring", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "1 mile"}, :reverberate {:description "You strike the ground with the metal ring, shaking\nthe earth ahead of you with the impact. Creatures and\nunattended objects touching the ground in a 15-foot\ncone emanating from you take 4d6 thunder damage\nand fall prone; a successful Dexterity saving throw\nhalves the damage and prevents the creature from\nfalling pone.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level or higher, the damage increases\nby 1d6 for each slot level above 2nd.", :key :reverberate, :school "evocation", :name "Reverberate", :duration "Instantaneous", :level 2, :option-pack "KPDM 9 - Ring Magic", :components {:material true, :material-component "a metal ring", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (30-foot cone)"}, :create-ring-servant {:description "You touch two metal rings and infuse them with life,\ncreating a short-lived but sentient construct known\nas a ring servant (see Ring Servant in the Monsters tab).\nThe ring servant appears adjacent to you. It reverts to\nthe rings used to cast the spell when it drops to 0 hit\npoints or when the spell ends.\n\nThe ring servant is friendly to you and your\ncompanions for the duration. Roll initiative for the\nring servant, which acts on its own turns. It obeys\nany verbal commands that you issue to it (no action\nrequired by you). If you don’t issue any commands to\nthe ring servant, it defends itself and you from hostile\ncreatures but otherwise takes no actions.", :key :create-ring-servant, :school "transmutation", :name "Create Ring Servant", :duration "Concentration, up to 1 hour", :level 8, :option-pack "KPDM 9 - Ring Magic", :components {:material true, :material-component "two metal rings", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :circle-of-devastation {:description "You create a 10-foot tall, 20-foot radius ring of\ndestructive energy around a point you can see within\nrange. The area inside the ring is difficult terrain.\nWhen you cast the spell and as a bonus action on each\nof your turns, you can choose one of the following\ndamage types: cold, fire, lightning, necrotic, or\nradiant. Creatures and objects that touch the ring,\nthat are inside it when it’s created, or that end their\nturn inside the ring take 6d6 damage of the chosen\ntype, or half damage with a successful Constitution\nsaving throw. A creature or object reduced to 0 hit\npoints by the spell is reduced to fine ash.\nAt the start of each of your subsequent turns, the\nring’s radius expands by 20 feet. Any creatures or\nobjects touched by the expanding ring are subject to\nits effects immediately.", :key :circle-of-devastation, :school "evocation", :name "Circle of Devastation", :duration "Concentration, up to 1 minute", :level 9, :option-pack "KPDM 9 - Ring Magic", :components {:material true, :material-component "a metal ring", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "1 mile"}, :curse-ring {:description "You enchant a ring that isn’t being worn or carried. The\nnext creature who willingly wears the ring becomes\ncharmed by you for 1 week or until it is harmed by you\nor your ally. If the creature dons the ring while directly\nthreatened by you or your ally, the spell fails.\nThe charmed creature regards you as a friend. When\nthe spell ends, it doesn’t know it was charmed by you,\nbut it does realize its feeling toward you changed\n(potentially vastly) in a short time. How the creature\nreacts and regards you in the future is up to the GM.", :key :curse-ring, :school "enchantment", :name "Curse Ring", :duration "Permanent until discharged", :level 6, :option-pack "KPDM 9 - Ring Magic", :components {:material true, :material-component "500 gp worth of diamond dust, which the spell consumes", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :bitter-chains {:description "The spiked ring in your hand multiplies itself into a\nlong, barbed chain to ensnare a creature you touch.\nMake a melee spell attack against the target. On a hit,\nthe target is bound in metal chains for the duration.\nWhile bound, the target can move only at half speed\nand has disadvantage on attack rolls, saving throws,\nand Dexterity checks. If it moves more than 5 feet\nduring a turn, it takes 3d6 piercing damage from the\nbarbs.\n\nThe creature can escape from the chains by using an\naction and making a successful Strength or Dexterity\ncheck against your spell save DC, or if the chains are\ndestroyed. The chains have AC 18 and 20 hit points.", :key :bitter-chains, :school "transmutation", :name "Bitter Chains", :duration "1 minute", :level 2, :option-pack "KPDM 9 - Ring Magic", :components {:material true, :material-component "a spiked metal ring", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :ringward {:description "This spell causes the iron ring to become a faintly\nshimmering ring of energy that spins slowly around\nyou at a radius of 15 feet. For the duration, you and\nyour allies inside the protective energy ring have\nadvantage on saving throws against spells and gain\nresistance to one type of damage of your choice.", :key :ringward, :school "abjuration", :name "Ringward", :duration "Concentration, up to 1 hour", :level 7, :option-pack "KPDM 9 - Ring Magic", :components {:material true, :material-component "an iron ring worth 200 gp, which the spell consumes", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :circle-of-wind {:description "Light wind encircles you, leaving you in the center of\na mild vortex. You gain a +2 bonus to your AC against\nranged attacks. You also have advantage on saving\nthrows against extreme environmental heat and\nagainst harmful gases, vapors, and inhaled poisons.", :key :circle-of-wind, :school "abjuration", :name "Circle of Wind", :duration "8 hours", :level 1, :option-pack "KPDM 9 - Ring Magic", :components {:material true, :material-component "a crystal ring", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}}, :orcpub.dnd.e5/subclasses {:ring-warden {:class :wizard, :key :ring-warden, :level-modifiers [{:level 2, :type :tool-prof, :value :smiths-tools} {:level 2, :type :tool-prof, :value :jewelers-tools}], :level-selections [{:level 6, :type :magic-ring-diagram}], :name "Ring Warden", :option-pack "KPDM 9 - Ring Magic", :traits [{:description "The gold and time you must spend to copy a transmutation spell into your spellbook is halved.", :level 2, :name "Transmutation Savant"} {:description "You create a special quarterstaff with two metal rings that you can use as your arcane focus. Creating an additional ring takes 8 hours of work with Smith's/Jeweler's tools and 5 gp in materials. Your ring-staff can hold a number of rings = your wizard level.\n\nWhen you roll spell damage while holding your ring-staff, you add your proficiency bonus to the result. You can only apply this bonus to one damage roll per spell. You can use this feature a number of times = to the number of rings on your ring-staff, up to a maximum of your Intelligence modifier (minimum 1). You regain all uses each rest.", :level 2, :name "Bonded Ring-Staff"} {:description "You have expertise with Smith's/Jeweler's tools. Crafting with these tools takes 1/2 the time. You also acquire one Magic Ring Diagram.", :level 6, :name "Master Metalsmith"} {:description "When you cast a spell, you can imbue it into one of the rings on your ring-staff. While imbued, you can't regain the expended spell slot. As an action, you can give this ring to another creature. This creature (or you) can release the imbued spell as an action. Attack rolls, saving throw, and damage are based on the caster of the spell, but the user of the ring is considered the caster for all other purposes. The imbued ring can be dispelled. You can have a number of imbued rings = your proficiency bonus.", :level 10, :name "Imbue Ring"} {:description "With 1 hour of work (can be done during a short rest), you can embed a single magical ring into your ring-staff. As long as you hold the ring-staff, you gain the effects of the embedded ring as if you were attuned to it and wearing it (including negative effects and curses). This doesn't count as one of your attuned magic items. You can remove an embedded ring with 1 hour of work, during which you can replace it with another ring.", :level 14, :name "Ring Bond"}]}}}, "Plane Shift - Zendikar - (NineArtsDragon#3773)" {:orcpub.dnd.e5/languages {:kor-silent-speech {:description "A nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. ", :key :kor-silent-speech, :name "Kor Silent Speech", :option-pack "Plane Shift Zendikar"}, :merfolk {:key :merfolk, :name "Merfolk", :option-pack "Plane Shift Zendikar"}, :vampire {:key :vampire, :name "Vampire", :option-pack "Plane Shift Zendikar"}}, :orcpub.dnd.e5/monsters {:archon-of-redemption {:key :archon-of-redemption, :int 17, :speed "30 ft., fly 90 ft.", :name "Archon of Redemption", :alignment "lawful neutral", :cha 20, :hit-points {:die 8, :die-count 16, :modifier 64}, :type :celestial, :size :large, :option-pack "Plane Shift Zendikar", :armor-class 17, :skills {:insight 9, :perception 9}, :str 18, :saving-throws {:cha 9, :wis 9}, :challenge 10, :con 18, :dex 18, :wis 20, :props {:condition-immunity {:charmed true, :frightened true}, :damage-resistance {:bludgeoning true, :piercing true, :radiant true, :slashing true}}, :traits [{:description "all, telepathy 120 ft.", :name "Languages"} {:description "The archon's weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack)", :name "Angelic Weapons"} {:description "The archon can't be compelled to act in a manner contrary to its nature or its understanding of justice.", :name "Axiomatic Mind"} {:description "The archon’s innate spellcasting ability is Charisma (spell save DC 17). The archon can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n1/day each: destructive wave, geas", :name "Innate Spellcasting"} {:description "Though it appears as a humanoid creature riding a mount, an archon is a single being. The “rider” can’t be dismounted, and no other means can separate the two portions of the archon’s being short of its death.", :name "One Being"} {:description "The archon makes two attacks: one with its sword and one with its claws.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 13 (3d8) radiant damage.", :name "Sword", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 13 (3d8) radiant damage.", :name "Claws", :type :action}]}, :felidar {:description "Standing fully ten feet high at the shoulder, the great cats called felidars are noble, fierce beasts charged with white mana. Felidars consent to be ridden only by knights they consider virtuous. The crystalline horns rising from a hard plate on their foreheads glow with white or golden light when they spring into battle, sometimes brightly enough to blind their foes", :legendary-actions {:description "The felidar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The felidar regains spent legendary actions at the start of its turn."}, :key :felidar, :int 11, :speed "50 ft.", :name "Felidar", :alignment "lawful good", :cha 16, :hit-points {:die 10, :die-count 9, :modifier 18}, :type :celestial, :size :large, :option-pack "Plane Shift Zendikar", :armor-class 12, :str 18, :challenge 5, :con 15, :dex 14, :wis 17, :props {:condition-immunity {:charmed true, :paralyzed true, :poisoned true}, :damage-immunity {:poison true}, :language {:celestial true}}, :traits [{:name "telepathy 60 ft."} {:description "darkvision 60 ft., passive Perception 13", :name "Senses"} {:description "If the felidar moves at least 20 feet straight toward a creature and then hits it with a claws attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the felidar can make one bite attack against it as a bonus action.", :name "Pounce"} {:description "The felidar’s innate spellcasting ability is Charisma (spell save DC 14). The felidar can innately cast the following spells, requiring no components:\nAt will: detect evil and good, light, thaumaturgy\n1/day each: calm emotions, daylight, dispel evil and good\n", :name "Innate Spellcasting"} {:description "The felidar has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The felidar's weapon attacks are magical.", :name "Magic Weapons"} {:description "The felidar makes two attacks with its claws.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", :name "Claws", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", :name "Bite", :type :action} {:description "The felidar touches another creature with its horns. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.", :name "Healing Touch (3/day)", :type :action} {:description "The felidar magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the felidar is familiar with, up to 1 mile away.", :name "Teleport (1/day)", :type :action} {:description "The felidar makes one attack with its claws.", :name "Claws", :type :legendary-action} {:description "The felidar creates a shimmering magical field around itself or another creature it can see within 60 ft of it. The target gains a +2 bonus to AC until the end of the felidar’s\nnext turn.", :name "Shimmering Shield (Costs 2 actions)", :type :legendary-action} {:description "The felidar magically regains 11 (2d8 + 2) hit points.", :name "Heal Self (Costs 3 actions)", :type :legendary-action}]}, :kraken-zendikar- {:description "Lurking in the deepest reaches of Zendikar’s seas, krakens are mysterious monsters of unpredictable wrath and terrible destruction. Though they take the form of rampaging brutes when they appear on the surface, the truth of their existence is more complex.\nKrakens embody force of will and the drive for self-determination shared by all thinking beings. When their will is turned to destruction, they are capable of wreaking terrible havoc upon ships at sea or coastal settlements. But they live most of their adult lives in utter isolation in the deeps, focused on their own probing of the seas’ mysteries. A kraken has a roughly humanoid shape, with two strong arms and a broad chest. Its head is encased in a rough shell that sprouts two large horns, and one of its hands is a bony claw. It has dozens of tentacles—a writhing mass below its toothy mouth, another mass at the end of one arm, and several long tentacles in place of legs. On its back is a huge conch-like shell. ", :key :kraken-zendikar-, :int 16, :speed "30 ft., swim 50 ft.", :name "Kraken (Zendikar)", :alignment "chaotic evil", :cha 18, :hit-points {:die 12, :die-count 20, :modifier 100}, :type :monstrosity, :size :huge, :option-pack "Plane Shift Zendikar", :armor-class 16, :skills {:athletics 14, :perception 9}, :str 29, :challenge 13, :con 20, :dex 14, :wis 18, :props {:damage-immunity {:lightning true, :thunder true}, :damage-resistance {:cold true}, :language {:common true}}, :traits [{:description "The kraken can breathe air and water.", :name "Amphibious"} {:description "The kraken’s innate spellcasting ability is Charisma (spell save DC 17). The kraken can innately cast the following spells, requiring no components:\n3/day each: control weather, water breathing", :name "Innate Spellcasting"} {:description "The kraken makes two attacks: one with its claw and\none with its tentacles.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.", :name "Claw", :type :action} {:description "Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 30 (6d6 + 9) bludgeoning \\ damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.", :name "Tentacles", :type :action} {:description "The kraken hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage\non a successful one.", :name "Lightning Strike (Recharges 5-6", :type :action}]}}, :orcpub.dnd.e5/races {:elf-zendikar- {:key :elf-zendikar-, :speed 30, :name "Elf (Zendikar)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Plane Shift Zendikar", :languages #{"Common" "Elvish"}, :props {:skill-prof {:perception true}}, :traits [{:description "You have advantage on saving throws against being charmed, and magic can't put you to sleep.", :name "Fey Ancestry"}]}, :goblin-zendikar- {:key :goblin-zendikar-, :speed 25, :name "Goblin (Zendikar)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2}, :size :small, :option-pack "Plane Shift Zendikar", :languages #{}, :props {:damage-resistance {:fire true, :psychic true}}, :traits [{:description "When you are wearing no armor, your AC = 11 + your Dexterity modifier", :name "Grit"}]}, :kor {:key :kor, :speed 30, :name "Kor", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Plane Shift Zendikar", :languages #{"Kor Silent Speech"}, :props {:skill-prof {:acrobatics true, :athletics true}}, :traits [{:description "You have a climbing speed of 30 ft. as long as you are not encumbered or wearing heavy armor.", :name "Kor Climbing"} {:description "When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.", :name "Lucky"} {:description "You have advantage on saving throws against being frightened.", :name "Brave"}]}, :merfolk {:key :merfolk, :speed 30, :name "Merfolk", :abilities {:orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Plane Shift Zendikar", :languages #{"Common" "Merfolk"}, :props {:swimming-speed 30}, :traits [{:description "You can breathe air and water.", :name "Amphibious"} {:description "You can speak, read, and write one extra language of your choice.", :name "Languages"}]}, :vampire {:key :vampire, :speed 30, :name "Vampire", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Plane Shift Zendikar", :languages #{"Common" "Vampire"}, :props {:damage-resistance {:necrotic true}}, :traits [{:description "You can drain blood and life energy from a willing creature, or one that is grappled by\nyou, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null.", :name "Blood Thirst"}]}}, :orcpub.dnd.e5/subraces {:ula-creed {:abilities {:orcpub.dnd.e5.character/int 2}, :key :ula-creed, :name "Ula Creed", :option-pack "Plane Shift Zendikar", :profs {:tool {:navigators-tools true}}, :props {:skill-prof {:survival true}}, :race :merfolk, :traits [{:description "You know one cantrip of your choice from the wizard spell list. Intelligence is your spell casting ability for it.", :name "Cantrip"}]}, :joraga-nation {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :joraga-nation, :name "Joraga Nation", :option-pack "Plane Shift Zendikar", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :elf-zendikar-, :speed 35, :traits [{:description "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", :name "Mask of the Wild"}]}, :emeria-creed {:abilities {:orcpub.dnd.e5.character/wis 2}, :key :emeria-creed, :name "Emeria Creed", :option-pack "Plane Shift Zendikar", :props {:skill-prof {:deception true, :persuasion true}}, :race :merfolk, :traits [{:description "You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.", :name "Cantrip"}]}, :lavastep-tribe {:key :lavastep-tribe, :name "Lavastep Tribe", :option-pack "Plane Shift Zendikar", :race :goblin-zendikar-, :traits [{:description "You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.", :name "Lavastep Grit"}]}, :tajuru-nation {:abilities {:orcpub.dnd.e5.character/cha 1}, :key :tajuru-nation, :name "Tajuru Nation", :option-pack "Plane Shift Zendikar", :profs {:skill-options {:choose 2, :options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}}}, :race :elf-zendikar-, :traits [{:description "Instead of choosing two skill proficiencies, you can choose two tool proficiencies.", :name "Skill Versatility"}]}, :grotag-tribe {:key :grotag-tribe, :name "Grotag Tribe", :option-pack "Plane Shift Zendikar", :props {:skill-prof {:animal-handling true}}, :race :goblin-zendikar-, :traits []}, :mul-daya-nation {:darkvision 120, :key :mul-daya-nation, :name "Mul Daya Nation", :option-pack "Plane Shift Zendikar", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :elf-zendikar-, :spells [{:value {:ability :wis, :key :chill-touch}} {:level 5, :value {:ability :wis, :key :darkness, :level 2}}], :traits [{:description "You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"} {:description "You know the chill touch cantrip. When you reach 3rd level, you can cast the hex spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells", :name "Mul Daya Magic"}]}, :cosi-creed {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/int 1}, :key :cosi-creed, :name "Cosi Creed", :option-pack "Plane Shift Zendikar", :props {:skill-prof {:sleight-of-hand true, :stealth true}}, :race :merfolk, :traits [{:description "You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.", :name "Cantrip"}]}, :tuktuk-tribe {:key :tuktuk-tribe, :name "Tuktuk Tribe", :option-pack "Plane Shift Zendikar", :profs {:tool {:thieves-tools true}}, :race :goblin-zendikar-, :traits []}}}, "KP - Deep Magic - Angelic Wards + Seals - (NineArtsDragon#3773)" {:orcpub.dnd.e5/spells {:seal-of-sanctuary {:description "You inscribe an angelic seal on the ground, floor, or\nother solid component of a structure. The seal creates\na spherical, spiritual boundary with a radius of 50\nfeet. For the duration, aberrations, elementals, fey,\nfiends, and undead who approach within 5 feet of the\nboundary know they are about to cross a dangerous\nbarrier. If the creature comes into contact with the\nboundary, it must make a Charisma saving throw. On\na failure, it takes 10d8 radiant damage, it’s repelled to 5\nfeet outside the boundary, and it can’t target anything\non the opposite side of the boundary with attacks,\nspells, or abilities. On a successful save, the creature\ntakes half as much radiant damage and can cross the\nboundary. While within 50 feet of the seal (inside\nthe boundary), aberrations, elementals, fey, fiends,\nand undead have disadvantage on ability checks,\nattack rolls, and saving throws. All of these effects\napply to the specified creatures trying to cross the\nboundary by any means, including teleportation and\nextradimensional travel.\nCreatures other than aberrations, elementals, fey,\nfiends, and undead can’t be charmed or frightened\nwhile within the area.\nThe seal has 50 hit points, has resistance to\nbludgeoning, piercing, and slashing damage, and is\nimmune to psychic and poison damage. If the seal is\nreduced to 0 hit points, the spell ends.", :key :seal-of-sanctuary, :school "abjuration", :name "Seal of Sanctuary", :duration "24 hours", :level 7, :option-pack "KP Angelic Wards & Seals", :components {:material-component "incense and special inks worth 250 gp, which the spell consumes", :verbal true, :somatic true, :material true}, :ritual true, :attack-roll? false, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :blessed-halo {:description "A nimbus of golden light surrounds your head for\nthe duration. The halo sheds bright light in a 20-foot\nradius and dim light for an additional 20 feet.\nThis spell grants you a pool of 10 points of healing.\nWhen you cast the spell and as an action on\nsubsequent turns during the spell’s duration, you\ncan expend points from this pool to restore an equal\nnumber of lost hit points to one creature within the\nspell’s bright light that you can see.\nAdditionally, you have advantage on Charisma\nchecks made against good creatures within the light\nshed by the halo.\nIf any of this spell’s area overlaps an area of magical\ndarkness created by a spell of 2nd level or lower, the\nspell that created the darkness is dispelled.\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level or higher, the spell’s pool of\nhealing increases by 5 points for each spell slot above\n2nd and this spell dispels darkness spells of a level\nequal to the slot used in casting blessed halo.", :key :blessed-halo, :school "evocation", :name "Blessed Halo", :duration "Concentration, up to 1 minute", :level 2, :option-pack "KP Angelic Wards & Seals", :components {:material-component "", :verbal true, :somatic true, :material false}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :blade-of-wrath {:description "You create a sword of pure white fire in your free\nhand. The blade is similar in size and shape to a\nlongsword, and it lasts for the duration. If you let\ngo of the blade it disappears, but you can call it forth\nagain as a bonus action.\nYou can use your action to make a melee spell attack\nwith the blade. On a hit, the target takes 2d8 fire\ndamage and 2d8 radiant damage. An aberration, fey,\nfiend, or undead creature damaged by the blade must\nsucceed on a Wisdom saving throw or be frightened\nuntil the start of your next turn.\nThe blade sheds bright light in a 20-foot radius and\ndim light for an additional 20 feet.\nAt Higher Levels. When you cast this spell using a\nspell slot of 4th level or higher, the fire damage or the\nradiant damage (your choice) increases by 1d8 for each\nslot level above 3rd.", :key :blade-of-wrath, :school "evocation", :name "Blade of Wrath", :duration "Concentration, up to 10 minute", :level 3, :option-pack "KP Angelic Wards & Seals", :components {:material-component "a rebuke of evil, written in Celestial", :verbal true, :somatic true, :material true}, :attack-roll? true, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 ft."}, :blazing-chariot {:description "Calling upon the might of the angels, you conjure\na flaming chariot made of gold and mithral in an\nunoccupied space you can see within range. Two\nhorses made of fire and light pull the chariot. You and\nup to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet\nof movement) and are unharmed by the flames. Any\nother creature who touches the chariot or hits it or a\ncreature riding in it with a melee attack while within\n5 feet of the chariot takes 3d6 fire damage and 3d6\nradiant damage.\nThe chariot is AC 18, has 50 hit points, is immune\nto fire, poison, psychic, and radiant damage, and is\nresistant to all other nonmagical damage. The horses\nare not separate creatures but are part of the chariot.\nThe chariot vanishes if it’s reduced to 0 hit points, and\nany creature riding it falls. The chariot has a speed of\n50 feet and a fly speed of 40 feet.\nOn your turn, you can guide the chariot in place\nof your own movement. You can direct it to Dash,\nDisengage, or Dodge by using your bonus action.\nAs an action, you can cause the chariot to overrun\ncreatures in its path. For the remainder of the turn,\nthe chariot can enter a hostile creature’s space. The\ncreature takes damage as if it touched the chariot and\nmust make a successful Strength saving throw or be\nknocked prone.", :key :blazing-chariot, :school "conjuration", :name "Blazing Chariot", :duration "1 hour", :level 5, :option-pack "KP Angelic Wards & Seals", :components {:material-component "a small golden wheel worth 250 gp", :verbal true, :somatic true, :material true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 ft."}, :angelic-guardian {:description "You conjure a minor celestial manifestation to protect\na creature you can see within range. A faintly glowing\nfigure resembling a human head and shoulders hovers\nwithin 5 feet of the target for the duration. The figure\nmoves to interpose itself between the target and any\nincoming attacks, granting the target +2 to AC.\nIf the target fails a Dexterity saving throw while the\nspell is active, it can use its reaction to roll a new save.\nThe spell then ends.", :key :angelic-guardian, :school "conjuration", :name "Angelic Guardian", :duration "Concentration, up to 1 minute", :level 1, :option-pack "KP Angelic Wards & Seals", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 ft."}, :greater-seal-of-sanctuary {:description "You inscribe an angelic seal on the ground, floor, or\nother solid component of a structure. The seal creates\na spherical, spiritual boundary with a radius of 100\nfeet. For the duration, aberrations, elementals, fey,\nfiends, and undead who approach within 5 feet of\nthe boundary know they are about to cross a deadly\nbarrier. If the creature comes into contact with the\nboundary, it must make a Charisma saving throw.\nOn a failure, it takes 15d8 radiant damage, it’s\nrepelled to 5 feet outside the boundary, and it can’t\ntarget anything on the opposite side of the boundary\nwith attacks, spells, or abilities. If the creature is a\nfiend that isn’t on its home plane, it is immediately\ndestroyed instead of taking damage. On a successful\nsave, the creature takes half as much radiant damage\nand can cross the boundary.\nWhile within 100 feet of the seal (inside the\nboundary), aberrations, elementals, fey, fiends, and\nundead have disadvantage on ability checks, attack\nrolls, and saving throws, and each takes 4d8 radiant\ndamage at the start of its turn.\nAll of these effects apply to the specified creatures\ntrying to cross the boundary by any means, including\nteleportation and extradimensional travel.\nCreatures other than aberrations, elementals, fey,\nfiends, and undead can’t be charmed or frightened\nwhile within 100 feet of the seal. The seal has 75 hit points, has resistance to\nbludgeoning, piercing, and slashing damage, and\nis immune to psychic and poison damage. If the\nseal is reduced to 0 hit points, the spell ends.", :key :greater-seal-of-sanctuary, :school "abjuration", :name "Greater Seal of Sanctuary", :duration "24 hours", :level 9, :option-pack "KP Angelic Wards & Seals", :components {:material-component "incense and special inks worth 500 gp, which the spell consumes", :verbal true, :somatic true, :material true}, :ritual true, :attack-roll? false, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :benediction {:description "You call down a blessing in the name of an angel\nof protection. A creature you can see within range\nshimmers with a faint white light. The next time the\ncreature takes damage, it can roll 1d4 and reduce the\ndamage by the result. The spell then ends.", :key :benediction, :school "abjuration", :name "Benediction", :duration "Concentration, up to 1 minute", :level 0, :option-pack "KP Angelic Wards & Seals", :components {:material-component "", :verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 ft."}, :devas-wings {:description "You touch a willing creature. The target grows feathery\nwings of pure white that grant it a flying speed of 60\nfeet (hover) for the duration. When the creature takes\nthe attack action, it can use a bonus action to make a\nmelee weapon attack with the wings with a reach of\n10 feet. If the wing attack hits, the target takes 1d6\nplus your spellcasting ability modifier in bludgeoning\ndamage and must make a successful Strength saving\nthrow or fall prone. When the spell ends, the wings\ndisappear and target falls if it was aloft.\nAt Higher Levels. When you cast this spell using a\nspell slot of 5th level or higher, you can choose one\nadditional target for each slot level above 4th.", :key :devas-wings, :school "transmutation", :name "Deva's Wings", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "KP Angelic Wards & Seals", :components {:material-component "a wing feather from any bird marked with an angelic symbol", :verbal true, :somatic true, :material true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :heavenly-crown {:description "A glowing golden crown appears on your\nhead and sheds dim light in a 30-foot radius,\ninvoking the majesty of the heavenly planes.\nWhen you cast the spell and as a bonus\naction on subsequent turns, you can target\none willing creature within 30 feet of you\nthat you can see. If the target can hear you,\nit can use its reaction to make one melee\nweapon attack and then move up to half its\nspeed, or vice versa.", :key :heavenly-crown, :school "enchantment", :name "Heavenly Crown", :duration "Concentration, up to 1 minute", :level 6, :option-pack "KP Angelic Wards & Seals", :components {:material-component "a small golden crown worth 50 gp", :verbal true, :somatic true, :material true}, :ritual false, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (30 ft sphere)"}}, :orcpub.dnd.e5/selections {:angelic-seals {:options [{:name "Benevolence", :description "The user can reroll a failed ability check.\nGreater: As an action, the user can force a creature who can hear the user to make a Wis save vs your spell DC or be charmed for 10 min. This seal can't be used again on the same creature until the user finishes a short or long rest."} {:name "Clarity", :description "The user adds 1/2 your Int modifier to its Insight and Perception checks.\nGreater: The user gains 10 ft blindsight"} {:name "Fortitude", :description "When the user is hit with an attack from a visible source, they can use their reaction to gain +2 to AC vs the attack.\nGreater: The user gains resistance to nonmagical weapon damage."} {:name "Fortune", :description "The user can add +1 to an attack roll, saving throw, or ability check. The addition is made after rolling the dice but before the GM reveals the result.\nGreater: After making an attack roll, saving throw, or ability check, the user can roll another d20 and choose which result to use. The second roll is made after the first roll is made but before the result is determined. This feature can be used once/rest."} {:name "Glory", :description "When the user reduces an enemy to 0 HP, they gain temporary HP = you Int modifier.\nGreater: At the start of its turn, the user gains temporary HP = you wizard level."} {:name "Humility", :description "The user adds 1/2 your Int modifier to their Stealth checks. It loses this bonus until the start of the next turn or when it takes a hostile action.\nGreater: If it hasn't taken a hostile action this turn, the user can use its action to emit an aura of humility. A creature that wishes to attack the user must succeed a Wis save vs your spell DC or choose another target. If there are no other targets, the creature wastes its action doing nothing."} {:name "Judgement", :description "When the user hits a creature with an opportunity attack, the user can move up to 1/2 its speed, provided it ends the move no father from the creature it hit.\nGreater: As a reaction when it is hit with an attack, the user can cause the attacker to take radiant damage = to your Int modifier if the attacker is within 60 ft of the user."} {:name "Recovery", :description "The user automatically succeeds its first death saving throw, at which time it regains 1 HP. This feature can be used once/rest.\nGreater: When the user regains HP, it regains additional HP = your Int modifier."} {:name "Temperance", :description "When the user makes a Wis save, they can use their reaction to add your Int modifier to the roll. The bonus added after the roll is made but before the result is determined. This ability can be used once/rest.\nGreater: the user can't be charmed or frightened."} {:name "Wrath", :description "Once on the user's turn when it hits with a weapon attack, the weapon deals 1 extra point of damage.\nGreater: The user's attacks are magical, and once on the user's turn when they hit, the attack deals additional radiant damage = 1/2 your wizard level."}], :name "Angelic Seals", :option-pack "KP Angelic Wards & Seals", :key :angelic-seals}}, :orcpub.dnd.e5/subclasses {:angelic-scribe {:class :wizard, :traits [{:description "Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy an angelic magic spell into your spellbook is halved. When you gain a level, one of the two spells you learn for gaining a level can be an angelic magic spell even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be an angelic magic cantrip even if you’ve never previously encountered it.", :name "Angelic Savant", :level 2} {:name "Seal Scribe", :description "You learn two angelic seals of your choice. You can spend 10 minutes scribing an angelic seal you know on paper, canvas, stone tiles, or some other token that can be carried or displayed. Alternatively, you can spend 8 hours using appropriate artisan tools to carve or etch a more permanent seal into harder material. Once you have a seal, you can activate it as an action. You can have one active seal at a time. The number of active seals you can maintain increases by 1 at 6th level (2 seals), 10th level (3 seals), and 14th level (4 seals). As a bonus action, you can deactivate a seal. A broken or defaced seal deactivates immediately. A creature can gain the benefits of one active seal it holds or openly wears. The seal’s delicate magic is suppressed while its user concentrates on a spell or a similar effect. A suppressed seal still counts against your total number of active seals allowed. Each time you learn a new seal, you can also replace one seal you know with a different one.", :level 2} {:name "Warding Seal", :level 6, :description "As an action, you can touch the seal to activate it. You must maintain concentration on the effect as if concentrating on a spell. Once activated, the warding seal creates a spiritual, spherical boundary with a radius of 30 feet, or surrounding a small building or series of rooms of similar dimension (a 22-foot cube, for example, or any space of approximately 11,000 cubic feet). Aberrations, fey, fiends, and undead cannot physically cross that boundary, cast spells across it, or project their abilities across it unless they make a successful Charisma saving throw against your spell save DC. A creature that fails the saving throw can try again on its next turn. A creature that succeeds and moves across the boundary into the protected area isn’t affected by the boundary while it remains inside (the boundary impedes only incoming entities and effects, not outgoing), but it must contend with the ward again if it leaves the area. If a creature can see the seal when it makes the saving throw, it has disadvantage. Additionally, when a creature you can see and who is carrying an active seal is targeted by an attack, you can use your reaction to\nimpose disadvantage on the attack roll."} {:name "Greater Seal", :level 10, :description "You can use an action to empower one active angelic seal or warding seal to greater effect. If you choose an angelic seal, its user gains the greater benefit of the seal for 1 minute. This replaces the normal benefit while it is active. If you choose a warding seal, for the next hour a creature that fails its saving throw against the ward takes 6d6 radiant damage and automatically fails further saves against the ward during this time. You can use this ability twice, and you regain all expended uses when you finish a short or long rest."} {:name "Angelic Wrath", :level 14, :description "You add conjure celestial to your spellbook, and it is a wizard spell for you.\nAdditionally, you can use a bonus action to infuse your seals with angelic wrath. For 1 minute, you and anyone in possession of one of your active seals within 30 feet of you deal an additional 1d8 radiant damage with weapon attacks. You can’t use this ability again until you finish a short or long rest."}], :level-modifiers [], :name "Angelic Scribe", :option-pack "KP Angelic Wards & Seals", :key :angelic-scribe, :level-selections [{:type :angelic-seals, :level 2, :num 2} {:type :angelic-seals, :level 6} {:type :angelic-seals, :level 10} {:type :angelic-seals, :level 14}]}}, :orcpub.dnd.e5/feats {:heavenly-scribe {:ability-increases #{}, :prereqs #{:orcpub.dnd.e5.character/int}, :option-pack "KP Angelic Wards & Seals", :name "Heavenly Scribe", :description "You have discovered the name of an angel and deciphered the means to invoke a sliver of its power. You gain the following benefits.\n-You learn the Celestial language if you don't already know it\n-You learm one angelic seal of your choice from those available to the Angelic Scribe arcane tradition. If it requires a saving throw, you DC = 8 + your proficiency bonus + your Intelligence modifier.", :props {:language-choice 1}, :key :heavenly-scribe}, :heavens-chosen {:ability-increases #{}, :prereqs #{}, :option-pack "KP Angelic Wards & Seals", :name "Heaven's Chosen", :description "Prerequisite: Any nonevil alignment\nYou have drawn the attention of a benevolent celestial spirit that protects you from harm. When you fail a saving throw, you can choose to roll a new saving throw with a single d20 regardless of any circumstances that would otherwise impose advantage or disadvantage. You can’t use this feat again until you finish a long rest.", :props {:language-choice 1}, :key :heavens-chosen}}}, "Test" {:orcpub.dnd.e5/classes {:allclass {nil nil, :key :allclass, :level-modifiers [], :name "AllClass", :subclass-level 1, :option-pack "Test", :spellcasting {:level-factor 3, :known-mode :schedule, :ability :orcpub.dnd.e5.character/cha, :spells-known {3 3, 4 1, 7 1, 8 1, 10 1, 11 1, 13 1, 14 1, 16 1, 19 1, 20 1}, :cantrips? true, :spell-list-kw nil, :cantrips-known {1 5, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 12 1, 13 1, 14 1, 15 1, 16 1, 17 1, 18 1, 19 1, 20 1}, :spell-list {0 #{:shadow-blade- :shape-water :dancing-lights :ray-of-frost :acid-splash :mage-hand :lightning-lure :toll-the-dead :thorn-whip :booming-blade :minor-illusion :thunderclap :fire-bolt :guidance :word-of-radiance :mending :sacred-flame :resistance :shocking-grasp :magic-stone :control-flames :friends :produce-flame :vicious-mockery :encode-thoughts :virtue :shillelagh :druidcraft :chill-touch :true-strike :eldritch-blast :create-bonfire :spare-the-dying :mold-earth :primal-savagery :spare-the-dying-grave-domain- :poison-spray :sword-burst :hand-of-radiance :light :blade-ward :thaumaturgy :encode-thoughts-dimir-guild- :prestidigitation :gust :infestation :message :green-flame-blade}, 1 #{:armor-of-agathys :thunderwave :alarm :create-or-destroy-water :compelled-duel :tensers-floating-disk :guiding-hand :ray-of-sickness :detect-magic :earth-tremor :hail-of-thorns :beast-bond :shield :purify-food-and-drink :searing-smite :feather-fall :detect-evil-and-good :grease :healing-elixir :ice-knife :magic-missile :protection-from-evil-and-good :witch-bolt :zephyr-strike :puppet :command :sense-emotion :fog-cloud :ensnaring-strike :wild-cunning :identify :chaos-bolt :thunderous-smite :bless :unearthly-chorus :cause-fear :longstrider :sudden-awakening :comprehend-languages :wrathful-smite :bane :disguise-self :shield-of-faith :heroism :animal-friendship :unseen-servant :speak-with-animals :inflict-wounds :faerie-fire :false-life :dissonant-whispers :healing-word :expeditious-retreat :entangle :ceremony :tashas-hideous-laughter :absorb-elements :charm-person :catapult :guiding-bolt :find-familiar :sanctuary :illusory-script :detect-poison-and-disease :cure-wounds :mage-armor :hellish-rebuke :burning-hands :sleep :color-spray :chaos-bolt-izzet- :jump :snare :hunters-mark :divine-favor :goodberry :silent-image :arms-of-hadar :chromatic-orb}, 2 #{:cordon-of-arrows :magic-mouth :crown-of-madness :augury :calm-emotions :arcane-lock :spiritual-weapon :skywrite :gentle-repose :blindness-deafness :prayer-of-healing :mind-spike :dust-devil :scorching-ray :shadow-blade :branding-smite :silence :rope-trick :protection-from-poison :continual-flame :healing-spirit :enhance-ability :lesser-restoration :barkskin :enlarge-reduce :shatter :nystuls-magic-aura :enthrall :darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-self :ray-of-enfeeblement :suggestion :animal-messenger :beast-sense :moonbeam :see-invisibility :magic-weapon :detect-thoughts :levitate :locate-object :spike-growth :mirror-image :cloud-of-daggers :phantasmal-force :flaming-sphere :melfs-acid-arrow :warding-bond :find-traps :blur :pyrotechnics :maximilian-s-earthen-grasp :invisibility :earthbind :warding-wind :locate-animals-or-plants :aganazzar-s-scorcher :aid :flame-blade :hold-person :gust-of-wind :pass-without-trace :find-steed :spider-climb :darkness :heat-metal :knock :web :misty-step}, 3 #{:elemental-weapon :animate-dead :daylight :sending :counterspell :blink :sleet-storm :conjure-animals :water-breathing :melf-s-minute-meteors :stinking-cloud :crusaders-mantle :remove-curse :clairvoyance :dispel-magic :blinding-smite :tiny-servant :conjure-barrage :create-food-and-water :vampiric-touch :spirit-guardians :summon-lesser-demons :nondetection :mass-healing-word :hypnotic-pattern :catnap :feign-death :meld-into-stone :glyph-of-warding :haste :life-transference :fly :tongues :revivify :magic-circle :major-image :slow :hunger-of-hadar :wall-of-sand :wall-of-water :tidal-wave :enemies-abound :lightning-bolt :plant-growth :protection-from-energy :flame-arrows :lightning-arrow :fireball :wind-wall :bestow-curse :speak-with-dead :erupting-earth :beacon-of-hope :speak-with-plants :leomunds-tiny-hut :water-walk :aura-of-vitality :fear :thunder-step :call-lightning :phantom-steed :gaseous-form}, 4 #{:dimension-door :summon-greater-demon :fabricate :elemental-bane :ice-storm :confusion :hallucinatory-terrain :dominate-beast :leomunds-secret-chest :find-greater-steed :conjure-minor-elementals :banishment :polymorph :storm-sphere :locate-creature :evards-black-tentacles :fire-shield :grasping-vine :sickening-radiance :control-water :shadow-of-moil :watery-sphere :wall-of-fire :mordenkainens-faithful-hound :aura-of-life :charm-monster :giant-insect :guardian-of-nature :divination :aura-of-purity :freedom-of-movement :vitriolic-sphere :guardian-of-faith :conjure-woodland-beings :mordenkainens-private-sanctum :otilukes-resilient-sphere :greater-invisibility :phantasmal-killer :arcane-eye :death-ward :stone-shape :compulsion :stoneskin :staggering-smite}}}, :ability-increase-levels [4 8 12 16 19], :hit-die 6, :traits []}}}, "UA - Feats for Skills - (Trism#0540)" {:orcpub.dnd.e5/feats {:empathic {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.", :key :empathic, :name "Empathic", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:insight true}}}, :stealthy {:ability-increases #{:orcpub.dnd.e5.character/dex}, :description "If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.", :key :stealthy, :name "Stealthy", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:stealth true}}}, :naturalist {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You learn the druidcraft and detect poison and disease spells (Druid). You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. ", :key :naturalist, :name "Naturalist", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:magic-novice true, :skill-prof-or-expertise {:nature true}}}, :medic {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.", :key :medic, :name "Medic", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:medicine true}}}, :silver-tongued {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.", :key :silver-tongued, :name "Silver-Tongued", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:deception true}}}, :arcanist {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You learn the prestidigitation and detect magic spells (Bard). You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.", :key :arcanist, :name "Arcanist", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:magic-novice true, :skill-prof-or-expertise {:arcana true}}}, :investigator {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You can take the Search action as a bonus action.", :key :investigator, :name "Investigator", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:investigation true}}}, :theologian {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You learn the thaumaturgy and detect evil and good spells (Cleric). You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. ", :key :theologian, :name "Theologian", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:magic-novice true, :skill-prof-or-expertise {:religion true}}}, :perceptive {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.", :key :perceptive, :name "Perceptive", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:perception true}}}, :diplomat {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.", :key :diplomat, :name "Diplomat", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:perception false, :persuasion true}}}, :quick-fingered {:ability-increases #{:orcpub.dnd.e5.character/dex}, :description "As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.", :key :quick-fingered, :name "Quick-Fingered", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:sleight-of-hand true}}}, :acrobat {:ability-increases #{:orcpub.dnd.e5.character/dex}, :description "As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.", :key :acrobat, :name "Acrobat", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:acrobatics true}}}, :brawny {:ability-increases #{:orcpub.dnd.e5.character/str}, :description "You count as if you were one size larger for the purpose of determining your carrying capacity.", :key :brawny, :name "Brawny", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:athletics true}}}, :menacing {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.", :key :menacing, :name "Menacing", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:intimidation true}}}, :survivalist {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "You learn the alarm spell (Wizard). You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.", :key :survivalist, :name "Survivalist", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:attack-spell false, :magic-novice false, :ritual-casting true, :skill-prof-or-expertise {:survival true}}}, :animal-handler {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.", :key :animal-handler, :name "Animal Handler", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:animal-handling true}}}, :historian {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.", :key :historian, :name "Historian", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:history true}}}, :performer {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.", :key :performer, :name "Performer", :option-pack "Unearthed Arcana: Feats for Skills", :prereqs #{}, :props {:skill-prof-or-expertise {:performance true}}}}}, "DMSG - One Grung Above - (blacknight100#9507)" {:orcpub.dnd.e5/languages {:grung {:key :grung, :name "Grung", :option-pack "One Grung Above"}}, :orcpub.dnd.e5/races {:grung {:key :grung, :speed 25, :name "Grung", :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 2}, :size :small, :option-pack "One Grung Above", :languages #{"Grung"}, :props {:damage-immunity {:poison true}, :skill-prof {:perception true}}, :traits [{:description "You can breathe air and water.", :name "Amphibious"} {:description "Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nYou can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.", :name "Poisonous Skin"} {:description "Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.", :name "Standing Leap"} {:description "If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You an only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.", :name "Water Dependancy"}]}}}, "Player's Handbook (110818)" {:orcpub.dnd.e5/backgrounds {:noble {:equipment {:clothes-fine 1, :signet-ring 1}, :key :noble, :name "Noble", :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :persuasion true}, :tool-options {:gaming-set 1}}, :traits [{:description "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.", :name "Position of Privilege", :summary "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to."}], :treasure {:gp 25}}, :guild-artisan {:equipment {:clothes-traveler-s 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :guild-artisan, :name "Guild Artisan", :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:insight true, :persuasion true}, :tool-options {:artisans-tool 1}}, :traits [{:description "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.\nYou must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. ", :name "Guild Membership", :summary "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\n\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. "}], :treasure {:gp 15}}, :outlander {:equipment {:clothes-traveler-s 1, :hunting-trap 1}, :key :outlander, :name "Outlander", :option-pack "Player's Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:athletics true, :survival true}, :tool-options {:musical-instrument 1}}, :traits [{:description "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth", :name "Wanderer", :summary "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. "}], :treasure {:gp 10}}, :urchin {:equipment {:clothes-common 1, :knife-small 1}, :key :urchin, :name "Urchin", :option-pack "Player's Handbook", :profs {:skill {:sleight-of-hand true, :stealth true}, :tool {:disguise-kit true, :thieves-tools true}}, :traits [{:description "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow", :name "City Secrets", :summary "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. "}], :treasure {:gp 10}}, :entertainer {:equipment {:clothes-costume 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :key :entertainer, :name "Entertainer", :option-pack "Player Handbook", :profs {:skill {:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options {:musical-instrument 1}}, :traits [{:description "You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.", :name "By Popular Demand"}], :treasure {:gp 15}}, :sage {:equipment {:clothes-common 1, :ink 1, :knife-small 1}, :key :sage, :name "Sage", :option-pack "Player Handbook", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:arcana true, :history true}}, :traits [{:description "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.", :name "Researcher", :summary "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. "}], :treasure {:gp 10}}, :gladiator {:equipment {:clothes-costume 1}, :equipment-choices (), :key :gladiator, :name "Gladiator", :option-pack "Player Handbook", :profs {:skill {:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options {}}, :traits [{:description "You can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.", :name "By Popular Demand"}], :treasure {:gp 15}}, :folk-hero {:equipment {:clothes-common 1, :pot-iron 1, :shovel 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :folk-hero, :name "Folk Hero", :option-pack "Player Handbook", :profs {:skill {:animal-handling true, :survival true}, :tool {:land-vehicles true}, :tool-options {:artisans-tool 1}}, :traits [{:description "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.", :name "Rustic Hospitality", :summary "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. "}], :treasure {:gp 10}}, :sailor {:equipment {:clothes-common 1, :rope-silk 1}, :key :sailor, :name "Sailor", :option-pack "Player Handbook", :profs {:skill {:athletics true, :perception true}, :tool {:navigators-tools true, :water-vehicles true}}, :traits [{:description "When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. ", :name "Ship's Passage", :summary "When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. "}], :treasure {:gp 10}}, :hermit {:equipment {:blanket 1, :case-map-or-scroll 1, :clothes-common 1, :herbalism-kit 1}, :key :hermit, :name "Hermit", :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:medicine true, :religion true}, :tool {:herbalism-kit true}}, :traits [{:description "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.\nWork with your DM to determine the details of your discovery and its impact on the campaign. ", :name "Discovery", :summary "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign."}], :treasure {:gp 5}}, :pirate {:equipment {:clothes-common 1, :rope-silk 1}, :key :pirate, :name "Pirate", :option-pack "Player Handbook", :profs {:skill {:athletics true, :perception true}, :tool {:navigators-tools true, :water-vehicles true}}, :traits [{:description "If your character has a sailor background, you may select this background feature instead of Ship's Passage.\nNo matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities", :name "Bad Reputation"}], :treasure {:gp 10}}, :soldier {:equipment {:clothes-common 1}, :key :soldier, :name "Soldier", :option-pack "Player Handbook", :profs {:skill {:athletics true, :intimidation true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :traits [{:description "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. ", :name "Military Rank", :summary "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. "}], :treasure {:gp 10}}, :charlatan {:equipment {:clothes-fine 1, :disguise-kit 1}, :key :charlatan, :name "Charlatan", :option-pack "Player Handbook", :profs {:skill {:deception true, :sleight-of-hand true}, :tool {:disguise-kit true, :forgery-kit true}}, :traits [{:description "Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. ", :name "False Identity"}], :treasure {:gp 15}}, :criminal {:equipment {:clothes-common 1, :crowbar 1}, :key :criminal, :name "Criminal", :option-pack "Player Handbook", :profs {:skill {:deception true, :stealth true}, :tool {:thieves-tools true}, :tool-options {:gaming-set 1}}, :traits [{:description "You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. ", :name "Criminal Contac"}], :treasure {:gp 15}}, :knight {:equipment {:clothes-fine 1, :signet-ring 1}, :key :knight, :name "Knight", :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :persuasion true}, :tool-options {:gaming-set 1}}, :traits [{:description "If your character has a noble background, you may select this background feature instead of Position of Privilege.\nYou have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. ", :name "Retainers", :summary "If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. "}], :treasure {:gp 25}}}, :orcpub.dnd.e5/feats {:ritual-caster-intellect-based- {:ability-increases #{}, :description "You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.\nWhen you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.\nIf you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.", :key :ritual-caster-intellect-based-, :name "Ritual Caster (Intellect Based)", :option-pack "Player's Handbook", :prereqs #{:orcpub.dnd.e5.character/int}, :props {:ritual-casting true}}, :elemental-adept {:ability-increases #{}, :description "When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.\nSpells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\nYou can select this feat multiple times. Each time you do so, you must choose a different damage type", :key :elemental-adept, :name "Elemental Adept", :option-pack "Player Handbook", :prereqs #{:spellcasting}}, :charger {:ability-increases #{}, :description "When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).", :key :charger, :name "Charger", :option-pack "Player Handbook", :prereqs #{}}, :sentinel {:ability-increases #{}, :description "When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.\nCreatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.\nWhen a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.", :key :sentinel, :name "Sentinel", :option-pack "Player Handbook", :prereqs #{}}, :mounted-combatant {:ability-increases #{}, :description "You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.\nYou can force an attack targeted at your mount to target you instead.\nIf your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", :key :mounted-combatant, :name "Mounted Combatant", :option-pack "Player Handbook", :prereqs #{}}, :linguist {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.", :key :linguist, :name "Linguist", :option-pack "Player Handbook", :prereqs #{}, :props {:language-choice 3}}, :martial-adept {:ability-increases #{}, :description "You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\nIf you already have superiority dice, you gain one more; otherwise, you have one superiority dice,which is a d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.", :key :martial-adept, :name "Martial Adept", :option-pack "Player Handbook", :prereqs #{}}, :medium-armor-master {:ability-increases #{}, :description "Wearing med. armor doesn't disadvantage your DEX(Stealth) checks.\nYou can also add 3, rather than 2, to AC if you DEX is 16+.\n\nSource: Player’s Handbook, page 168", :key :medium-armor-master, :name "Medium Armor Master", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{:medium}, :props {:medium-armor-max-dex-3 true, :medium-armor-stealth true}}, :shield-master {:ability-increases #{}, :description "If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.\nIf you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.\nIf you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.", :key :shield-master, :name "Shield Master", :option-pack "Player Handbook", :prereqs #{}}, :tough {:ability-increases #{}, :description "HP max. increases by your current level times two, when you gain this feat. Each level thereafter, your HP max increases by an extra +2 hit points.\n(PHB p.170)", :key :tough, :name "Tough", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{}, :props {:max-hp-bonus 2}}, :resilient {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/wis :saves?}, :description "Add +1 to any ability score (max. 20) and gain proficiency in saving throws w/ that ability.\n(PHB p.168)", :key :resilient, :name "Resilient", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{}}, :sharpshooter {:ability-increases #{}, :description "Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.\nYour ranged weapon attacks ignore half cover and three-quarters cover.\nBefore you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.", :key :sharpshooter, :name "Sharpshooter", :option-pack "Player Handbook", :prereqs #{}}, :magic-initiate {:ability-increases #{}, :description "Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.\nIn addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.\nYour spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", :key :magic-initiate, :name "Magic Initiate", :option-pack "Player's Handbook", :prereqs #{}, :props {:attack-spell false, :magic-novice true}}, :heavy-armor-master {:ability-increases #{}, :description "While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.", :key :heavy-armor-master, :name "Heavy Armor Master", :option-pack "Player Handbook", :prereqs #{:heavy :orcpub.dnd.e5.character/str}}, :heavily-armored {:ability-increases #{:orcpub.dnd.e5.character/str}, :description "You have trained to master the use of heavy armor, and by proxy increased your strength(+1)!\n(PHB p.167)", :key :heavily-armored, :name "Heavily Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{:medium}, :props {:armor-prof {:heavy true}}}, :alert {:ability-increases #{}, :description "You can’t be surprised while you are conscious.\nOther creatures don’t gain advantage on attack rolls against you as a result of being hidden from you", :key :alert, :name "Alert", :option-pack "Player Handbook", :prereqs #{}, :props {:initiative 5}}, :savage-attacker {:ability-increases #{}, :description "Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.", :key :savage-attacker, :name "Savage Attacker", :option-pack "Player Handbook", :prereqs #{}}, :dungeon-delver {:ability-increases #{}, :description "You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.\nYou have advantage on saving throws made to avoid or resist traps.You can search for traps while traveling at a normal pace, instead of only at a slow pace.", :key :dungeon-delver, :name "Dungeon Delver", :option-pack "Player Handbook", :prereqs #{}, :props {:damage-resistance {:traps true}, :saving-throw-advantage-traps true}}, :moderately-armored {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "Increase STR or DEX by 1, to a maximum of 20.(max. 20) and gain proficiency with medium armor and shields.\n\n(PHB p.168)", :key :moderately-armored, :name "Moderately Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{:light}, :props {:armor-prof {:medium true, :shields true}}}, :great-weapon-master- {:ability-increases #{}, :description "On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.\nBefore you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.", :key :great-weapon-master-, :name "Great Weapon Master ", :option-pack "Player Handbook", :prereqs #{}}, :defensive-duelist {:ability-increases #{}, :description "When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.", :key :defensive-duelist, :name "Defensive Duelist", :option-pack "Player Handbook", :prereqs #{:orcpub.dnd.e5.character/dex}}, :inspiring-leader {:ability-increases #{}, :description "You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you.\n\nEach creature can gain temporary hit points equal to your level + your Charisma modifier.\nA creature can't gain temporary hit points from this feat again until it has finished a short or long rest.", :key :inspiring-leader, :name "Inspiring Leader", :option-pack "Player Handbook", :prereqs #{:orcpub.dnd.e5.character/cha}}, :ritual-caster-wisdom-based- {:ability-increases #{}, :description "You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.\nWhen you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.\nIf you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.", :key :ritual-caster-wisdom-based-, :name "Ritual Caster (Wisdom Based)", :option-pack "Player's Handbook", :prereqs #{:orcpub.dnd.e5.character/wis}, :props {:ritual-casting true}}, :weapon-master {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "• Increase your Strength or Dexterity score by 1, to a maximum of 20.\n• You gain proficiency with four weapons of your choice.", :key :weapon-master, :name "Weapon Master", :option-pack "Player's Handbook", :prereqs #{}, :props {:weapon-prof-choice 4}}, :keen-mind {:ability-increases #{}, :description "You always know which way is north.\nYou always know the number of hours left before the next sunrise or sunset.\nYou can accurately recall anything you have seen or heard within the past month.", :key :keen-mind, :name "Keen Mind", :option-pack "Player Handbook", :prereqs #{:orcpub.dnd.e5.character/int}}, :skilled {:ability-increases #{}, :description "Gain proficiency in any three skills or tools.\n(PHB p.170)", :key :skilled, :name "Skilled", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{}, :props {:skill-tool-choice 3}}, :mage-slayer {:ability-increases #{}, :description "When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.\nWhen you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.\nYou have advantage on saving throws against spells cast by creatures within 5 feet of you.", :key :mage-slayer, :name "Mage Slayer", :option-pack "Player Handbook", :prereqs #{}}, :skulker {:ability-increases #{}, :description "You can try to hide when you are lightly obscured from the creature from which you are hiding.\nWhen you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.\nDim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.", :key :skulker, :name "Skulker", :option-pack "Player Handbook", :prereqs #{:orcpub.dnd.e5.character/dex}}, :lucky {:ability-increases #{}, :description "You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.\nYou can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.\nIf more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.", :key :lucky, :name "Lucky", :option-pack "Player Handbook", :prereqs #{}}, :observant {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :description "Quick to notice details of your environment, you gain the following benefits:\n- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.\n- If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.\n- You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.", :key :observant, :name "Observant", :option-pack "Player's Handbook", :prereqs #{}, :props {:passive-investigation-5 true, :passive-perception-5 true}}, :tavern-brawler {:ability-increases #{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Your unarmed strikes use a d4 for damage.\nWhen you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.", :key :tavern-brawler, :name "Tavern Brawler", :option-pack "Player Handbook", :prereqs #{}, :props {:improvised-weapons-prof true}}, :mobile {:ability-increases #{}, :description "When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.\nWhen you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.", :key :mobile, :name "Mobile", :option-pack "Player Handbook", :prereqs #{}, :props {:speed 10}}, :lightly-armored {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "You gain proficiency with light armor and can increase your STR or DEX by 1 (max 20).\n(PHB p.167)", :key :lightly-armored, :name "Lightly Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{}, :props {:armor-prof {:light true}}}, :polearm-master {:ability-increases #{}, :description "When you take the Attack action and attack with only a glaive, halberd, pike, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifer as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.\nWhile you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.", :key :polearm-master, :name "Polearm Master", :option-pack "Player Handbook", :prereqs #{}}, :healer {:ability-increases #{}, :description "When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.\nAs an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.", :key :healer, :name "Healer", :option-pack "Player Handbook", :prereqs #{}}, :crossbow-expert {:ability-increases #{}, :description "You ignore the loading quality of crossbows with which you are proficient.\nBeing within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.\nWhen you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.", :key :crossbow-expert, :name "Crossbow Expert", :option-pack "Player Handbook", :prereqs #{}}, :spell-sniper {:ability-increases #{}, :description "When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.\nYour ranged spell attacks ignore half cover and three-quarters cover.\nYou learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", :key :spell-sniper, :name "Spell Sniper", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{:spellcasting}, :props {:attack-spell true}}, :athlete {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "When you are prone, standing up uses only 5 feet of your movement.\nClimbing doesn’t cost you extra movement.\nYou can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.", :key :athlete, :name "Athlete", :option-pack "Player Handbook", :prereqs #{}, :props {}}, :war-caster {:ability-increases #{}, :description "You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.\nYou can perform the somatic components of spells even when you have weapons or a shield in one or both hands.\nWhen a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.", :key :war-caster, :name "War Caster", :option-pack "Player Handbook", :prereqs #{:spellcasting}}, :grappler- {:ability-increases #{}, :description "• You have advantage on attack rolls against a creature you are grappling.\n• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature arc both restrained until the grapple ends.\n• Creatures that are one size larger than you don't automatically succeed on checks to escape your grapple.", :key :grappler-, :name "Grappler ", :option-pack "Player's Handbook", :prereqs #{:orcpub.dnd.e5.character/str}}, :durable {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).", :key :durable, :name "Durable", :option-pack "Player Handbook", :prereqs #{}}, :actor {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.\nYou can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.", :key :actor, :name "Actor", :option-pack "Player Handbook", :prereqs #{}}, :dual-wielder {:ability-increases #{}, :description "You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.\nYou can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.\nYou can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.", :key :dual-wielder, :name "Dual Wielder", :option-pack "Player Handbook", :prereqs #{}, :props {:two-weapon-ac-1 true, :two-weapon-any-one-handed true}}}, :orcpub.dnd.e5/invocations {:bewitching-whispers {:description "Prerequisite: 7th level\n\nYou can cast Compulsion once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :bewitching-whispers, :name "Bewitching Whispers", :option-pack "Player's Handbook"}, :eldritch-sight {:description "You can cast Detect Magic at will, without expending a spell slot.", :key :eldritch-sight, :name "Eldritch Sight", :option-pack "Player's Handbook"}, :ascendent-step {:description "Prerequisite: 9th level\n\nYou can cast levitate on yourself at will, without expending a spell slot or material components.", :key :ascendent-step, :name "Ascendent Step", :option-pack "Player's Handbook"}, :lifedrinker {:description "\nPrerequisite: 12th level, Pact of the Blade feature\n\nWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).", :key :lifedrinker, :name "Lifedrinker", :option-pack "Player's Handbook"}, :mire-the-mind {:description "Prerequisite: 5th level\n\nYou can cast slow once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :mire-the-mind, :name "Mire the Mind", :option-pack "Player's Handbook"}, :visions-of-distant-realms {:description "Prerequisite: 15th level\n\nYou can cast Arcane Eye at will, without expending a spell slot.", :key :visions-of-distant-realms, :name "Visions of Distant Realms", :option-pack "Player's Handbook"}, :devils-sight {:description "You can see normally in Darkness, both magical and nonmagical, to a distance of 120 feet.", :key :devils-sight, :name "Devil's Sight", :option-pack "Player's Handbook"}, :minions-of-chaos {:description "Prerequisite: 9th level\n\nYou can cast Conjure Elemental once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :minions-of-chaos, :name "Minions of Chaos", :option-pack "Player's Handbook"}, :thirsting-blade {:description "Prerequisite: 5th level, Pact of the Blade feature\n\nYou can Attack with your pact weapon twice, instead of once, whenever you take the Attack action on Your Turn.", :key :thirsting-blade, :name "Thirsting Blade", :option-pack "Player's Handbook"}, :gaze-of-two-minds {:description "You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the Duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any Special senses possessed by that creature, and you are Blinded and Deafened to your own surroundings.", :key :gaze-of-two-minds, :name "Gaze of Two Minds", :option-pack "Player's Handbook"}, :eldritch-spear {:description "Prerequisite: Eldritch Blast cantrip\n\nWhen you cast Eldritch Blast, its range is 300 feet.", :key :eldritch-spear, :name "Eldritch Spear", :option-pack "Player's Handbook"}, :fiendish-vigor {:description "You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material Components.", :key :fiendish-vigor, :name "Fiendish Vigor", :option-pack "Player's Handbook"}, :misty-visions {:description "You can cast Silent Image at will, without expending a spell slot or material Components.", :key :misty-visions, :name "Misty Visions", :option-pack "Player's Handbook"}, :beast-speech {:description "You can cast speak with animals at will, without expending a spell slot.", :key :beast-speech, :name "Beast Speech", :option-pack "Player's Handbook"}, :sign-of-ill-omen {:description "Prerequisite: 5th level\n\nYou can cast Bestow Curse once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :sign-of-ill-omen, :name "Sign of Ill Omen", :option-pack "Player's Handbook"}, :voice-of-the-chain-master {:description "Prerequisite: Pact of the Chain feature\n\nYou can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence.\n\nAdditionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of Speech.", :key :voice-of-the-chain-master, :name "Voice of the Chain Master", :option-pack "Player's Handbook"}, :whispers-of-the-grave {:description "Prerequisite: 9th level\n\nYou can cast Speak with Dead at will, without expending a spell slot.", :key :whispers-of-the-grave, :name "Whispers of the Grave", :option-pack "Player's Handbook"}, :mask-of-many-faces {:description "You can cast Disguise Self at will, without expending a spell slot.", :key :mask-of-many-faces, :name "Mask of Many Faces", :option-pack "Player's Handbook"}, :agonizing-blast {:description "Prerequisite:eldritch blast cantrip\n\nWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.", :key :agonizing-blast, :name "Agonizing Blast", :option-pack "Player's Handbook"}, :chains-of-carceri {:description "Prerequisite: 15th level, Pact of the Chain feature\n\nYou can cast Hold Monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material Components. You must finish a Long Rest before you can use this invocation on the same creature again.", :key :chains-of-carceri, :name "Chains of Carceri", :option-pack "Player's Handbook"}, :repelling-blast {:description "Prerequisite: Eldritch Blast cantrip\n\nWhen you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.", :key :repelling-blast, :name "Repelling Blast", :option-pack "Player's Handbook"}, :armor-of-shadows {:description "You can cast mage armor on yourself at will, without expending a spell slot or material components.", :key :armor-of-shadows, :name "Armor of Shadows", :option-pack "Player's Handbook"}, :eyes-of-the-rune-keeper {:description "You can read all writing.", :key :eyes-of-the-rune-keeper, :name "Eyes of the Rune Keeper", :option-pack "Player's Handbook"}, :book-of-ancient-secrets {:description "Prerequisite: Pact of the Tome feature\n\nYou can now inscribe magical Rituals in your Book of Shadows. Choose two 1st-level Spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The Spells appear in the book and don’t count against the number of Spells you know. With your Book of Shadows in hand, you can cast the chosen Spells as Rituals. You can’t cast the Spells except as Rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual Spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.", :key :book-of-ancient-secrets, :name "Book of Ancient Secrets", :option-pack "Player's Handbook"}, :master-of-myriad-forms {:description "Prerequisite: 15th level\n\nYou can cast Alter Self at will, without expending a spell slot.", :key :master-of-myriad-forms, :name "Master of Myriad Forms", :option-pack "Player's Handbook"}, :otherworldly-leap {:description "Prerequisite: 9th level\n\nYou can cast jump on yourself at will, without expending a spell slot or material Components.", :key :otherworldly-leap, :name "Otherworldly Leap", :option-pack "Player's Handbook"}, :thief-of-five-fates {:description "You can cast bane once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :thief-of-five-fates, :name "Thief of Five Fates", :option-pack "Player's Handbook"}, :witch-sight {:description "Prerequisite: 15th level\n\nYou can see the true form of any shapechanger or creature concealed by Illusion or Transmutation magic while the creature is within 30 feet of you and within line of sight.", :key :witch-sight, :name "Witch Sight", :option-pack "Player's Handbook"}, :sculptor-of-flesh {:description "Prerequisite: 7th level\n\nYou can cast Polymorph once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :sculptor-of-flesh, :name "Sculptor of Flesh", :option-pack "Player's Handbook"}, :beguiling-influence {:description "You gain proficiency in the Deception and Persuasion skills.", :key :beguiling-influence, :name "Beguiling Influence", :option-pack "Player's Handbook"}, :one-with-shadows {:description "Prerequisite: 5th level\n\nWhen you are in an area of dim light or Darkness, you can use your action to become Invisible until you move or take an action or a reaction.", :key :one-with-shadows, :name "One with Shadows", :option-pack "Player's Handbook"}, :dreadful-word {:description "Prerequisite: 7th level\n\nYou can cast Confusion once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :dreadful-word, :name "Dreadful Word", :option-pack "Player's Handbook"}}, :orcpub.dnd.e5/selections {:druid-cantrips {:key :druid-cantrips, :name "Druid Cantrips", :option-pack "Players Hand Book (arandomstringofnum#2919)", :options [{:description "You know this Cantrip", :name "Guidance"} {:description "You know this Cantrip", :name "Mending"} {:description "You know this Cantrip", :name "Control Flames"} {:description "You know this Cantrip", :name "Create Bonfire"} {:description "You know this Cantrip", :name "Druidcraft"} {:description "You know this Cantrip", :name "Frostbite"} {:description "You know this Cantrip", :name "Gust"} {:description "You know this Cantrip", :name "Infestation"} {:description "You know this Cantrip", :name "Magic Stone"} {:description "You know this Cantrip", :name "Mold Earth"} {:description "You know this Cantrip", :name "Poison Spray"} {:description "You know this Cantrip", :name "Primal Savagery"} {:description "You know this Cantrip", :name "Shape Water"} {:description "You know this Cantrip", :name "Thorn Whip"} {:description "You know this Cantrip", :name "Thunderclap"} {:description "You know this Cantrip", :name "Produce Flame"} {:description "You know this Cantrip", :name "Resistance"} {:description "You know this Cantrip", :name "Shillelagh"}]}, :manuevers {:key :manuevers, :name "Manuevers", :option-pack "Players Hand Book (arandomstringofnum#2919)", :options [{:description "When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. This effectively gives your ally a chance to attack on your turn, which allow for use of any turn-based benefits including Sneak Attack. ", :name "Commanding Strike"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.", :name "Disarming Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. ", :name "Distracting Strike"} {:description "When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving. ", :name "Evasive Footwork"} {:description "You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.", :name "Feinting Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn. ", :name "Goading Attack"} {:description "When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.", :name "Lunging Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. ", :name "Maneuvering Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. ", :name "Menacing Attack"} {:description "When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. ", :name "Parry"} {:description "When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. ", :name "Precision Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. ", :name "Pushing Attack"} {:description "On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. ", :name "Rally"} {:description "When a character misses you with a melee attack, you can use your reaction and expend one more superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.", :name "Riposte"} {:description "When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. ", :name "Sweeping Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large of smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. You can expend a superior die, adding the total to the damage, and force the enemy to make a Strength save, or be knocked prone.", :name "Trip Attack"}]}}, :orcpub.dnd.e5/spells {:armor-of-agathys {:description "A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.", :key :armor-of-agathys, :school "abjuration", :name "Armor of Agathys", :duration "1 hour", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a cup of water", :somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:warlock true}, :range "Self"}, :elemental-weapon {:description "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.\nAt Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.", :key :elemental-weapon, :school "transmutation", :name "Elemental Weapon", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Touch"}, :cordon-of-arrows {:description "You plant four pieces of non-magical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creature you choose, and the spell ignores them.\nAt higher levels: When you cast this spell using a spell slot of 3rd or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.", :key :cordon-of-arrows, :school "transmutation", :name "Cordon of Arrows", :duration "8 hours", :level 2, :option-pack "Player Handbook", :components {:material true, :material-component "four or more arrows or bolts", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "5 feet"}, :crown-of-madness {:description "One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.", :key :crown-of-madness, :school "enchantment", :name "Crown of Madness", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :compelled-duel {:description "You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.", :key :compelled-duel, :school "enchantment", :name "Compelled Duel", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "30 feet"}, :counterspell {:description "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.", :key :counterspell, :school "abjuration", :name "Counterspell", :duration "Instantaneous", :level 3, :option-pack "Player Handbook", :components {:somatic true}, :casting-time "1 reaction", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :ray-of-sickness {:description "A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", :key :ray-of-sickness, :school "necromancy", :name "Ray of Sickness", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "60 feet"}, :thorn-whip {:description "You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thorn-whip, :school "transmutation", :name "Thorn Whip", :duration "Instantaneous", :level 0, :option-pack "Player Handbook", :components {:material true, :material-component "the stem of a plant with thorns", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "30 feet"}, :crusaders-mantle {:description "Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.", :key :crusaders-mantle, :school "evocation", :name "Crusader's Mantle", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self"}, :blinding-smite {:description "The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.", :key :blinding-smite, :school "evocation", :name "Blinding Smite", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists {:paladin true}, :range "Self"}, :conjure-barrage {:description "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.", :key :conjure-barrage, :school "conjuration", :name "Conjure Barrage", :duration "Instantaneous", :level 3, :option-pack "Player's Handbook", :components {:material true, :material-component "one piece of ammunition or a thrown weapon", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.", :key :conjure-barrage, :school "conjuration", :name "Conjure Barrage", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:material true, :material-component "one piece of ammunition or a thrown weapon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "Self (60-foot cone)"}], :casting-time "1 action", :spell-lists {:ranger true}, :range "Self (60-foot cone)"}, :hail-of-thorns {:description "The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).", :key :hail-of-thorns, :school "conjuration", :name "Hail of Thorns", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :branding-smite {:description "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.", :key :branding-smite, :school "evocation", :name "Branding Smite", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :searing-smite {:description "The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st. ", :key :searing-smite, :school "evocation", :name "Searing Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :tsunami {:description "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.", :key :tsunami, :school "conjuration", :name "Tsunami", :duration "Concentration up to 6 rounds", :level 8, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:druid true}, :range "Sight"}, :witch-bolt {:description "A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.", :key :witch-bolt, :school "evocation", :name "Witch Bolt", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a twig from a tree that has been struck by lightning", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :grasping-vine {:description "You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.", :key :grasping-vine, :school "conjuration", :name "Grasping Vine", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :ranger true}, :range "30 feet"}, :feign-death {:description "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. ", :key :feign-death, :school "necromancy", :name "Feign Death", :duration "1 hour", :level 3, :option-pack "Player Handbook", :components {:material true, :material-component "a pinch of graveyard dirt", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :wizard true}, :range "touch"}, :beast-sense {:description "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.", :key :beast-sense, :school "divination", :name "Beast Sense", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Player Handbook", :components {:somatic true}, :casting-time "1 Action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :ensnaring-strike {:description "The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.\nAt Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ", :key :ensnaring-strike, :school "conjuration", :name "Ensnaring Strike", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :thunderous-smite {:description "The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.", :key :thunderous-smite, :school "evocation", :name "Thunderous Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :arcane-gate {:description "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\n\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\n\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.", :key :arcane-gate, :school "conjuration", :name "Arcane Gate", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "500 ft."}, :destructive-smite {:description "You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage,as well as 5d6 radiant or necrotic damage (your choice),and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.\n\nAlso called Destructive Wave.", :key :destructive-smite, :school "evocation", :name "Destructive Smite", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :wrathful-smite {:description "The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to end this spell.", :key :wrathful-smite, :school "evocation", :name "Wrathful Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :aura-of-life {:description "Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.", :key :aura-of-life, :school "abjuration", :name "Aura of Life", :duration "Concentration up to 10 minutes", :level 4, :option-pack "Player Handbook", :components {:material-component "", :verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :cloud-of-daggers {:description "You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.", :key :cloud-of-daggers, :school "conjuration", :name "Cloud of Daggers", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:material true, :material-component "a sliver of glass", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :swift-quiver {:description "You transmute your quiver so it produces an endless supply of non-magical ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of non-magical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.", :key :swift-quiver, :school "transmutation", :name "Swift Quiver", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player Handbook", :components {:material true, :material-component "a quiver containing at least one piece of ammunition", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Touch"}, :hex {:description "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", :key :hex, :school "enchantment", :name "Hex", :duration "Concentration, up to 1 hour", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "the petrified eye of a newt", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:warlock true}, :range "90 feet"}, :aura-of-purity {:description "Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.", :key :aura-of-purity, :school "abjuration", :name "Aura of Purity", :duration "Concentration up to 10 minutes", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :friends {:description "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.", :key :friends, :school "enchantment", :name "Friends", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Player Handbook", :components {:material true, :material-component "a small amount of makeup applied to the face as this spell is cast", :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "self"}, :hunger-of-hadar {:description "You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.", :key :hunger-of-hadar, :school "conjuration", :name "Hunger of Hadar", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:material true, :material-component "a pickled octopus tentacle", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true}, :range "150 feet"}, :animal-friendship {:description "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.", :key :animal-friendship, :school "enchantment", :name "Animal Friendship", :duration "24 hours", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a morsel of food", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :ranger true}, :range "30 feet"}, :dissonant-whispers {:description "You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :dissonant-whispers, :school "enchantment", :name "Dissonant Whispers", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "60 feet"}, :telepathy {:description "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.", :key :telepathy, :school "evocation", :name "Telepathy", :duration "24 hours", :level 8, :option-pack "Player Handbook", :components {:material true, :material-component "a pair of linked silver rings", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Unlimited"}, :lightning-arrow {:description "The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.", :key :lightning-arrow, :school "transmutation", :name "Lightning Arrow", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :power-word-heal {:description "A wave of healing energy washes over a creature you touch. The target regains all of its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.", :key :power-word-heal, :school "evocation", :name "Power Word Heal", :duration "Instantaneous", :level 9, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "Touch"}, :guardian-of-faith {:description "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", :key :guardian-of-faith, :school "conjuration", :name "Guardian of Faith", :duration "8 hours", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:cleric true}, :range "30 feet"}, :blade-ward {:description "You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.", :key :blade-ward, :school "abjuration", :name "Blade Ward", :duration "1 round", :level 0, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :banishing-smite {:description "The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", :key :banishing-smite, :school "abjuration", :name "Banishing Smite", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists {:paladin true}, :range "Self"}, :aura-of-vitality {:description "Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.", :key :aura-of-vitality, :school "evocation", :name "Aura of Vitality", :duration "Concentration up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :circle-of-power {:description "Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.", :key :circle-of-power, :school "abjuration", :name "Circle of Power", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :conjure-volley {:description "You fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon", :key :conjure-volley, :school "conjuration", :name "Conjure Volley", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:material true, :material-component "one piece of ammunition or one thrown weapon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "150 feet"}, :hunters-mark {:description "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. ", :key :hunters-mark, :school "divination", :name "Hunter's Mark", :duration "Concentration, up to 1 hour", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "90 feet"}, :compulsion {:description "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.", :key :compulsion, :school "enchantment", :name "Compulsion", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "30 feet"}, :goodberry {:description "Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ", :key :goodberry, :school "transmutation", :name "Goodberry", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a sprig of mistletoe", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :arms-of-hadar {:description "You invoke the power of Hadar, the Dark Hunger.\n\nTendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :arms-of-hadar, :school "conjuration", :name "Arms of Hadar", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:warlock true}, :range "Self (10-foot radius)"}, :staggering-smite {:description "The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.", :key :staggering-smite, :school "evocation", :name "Staggering Smite", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :chromatic-orb {:description "You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", :key :chromatic-orb, :school "evocation", :name "Chromatic Orb", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a diamond worth at least 50gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}}, :orcpub.dnd.e5/subclasses {:the-archfey {:class :warlock, :key :the-archfey, :level-modifiers [], :name "The Archfey", :option-pack "Player Handbook", :traits [{:description "Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed or frightened by you (your choice) until the end of your next turn.Once you use this feature, you can't use it again until you finish a short or long rest.", :name "Fey Presence"} {:description "Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.", :level 6, :name "Misty Escape"} {:description "Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.", :level 10, :name "Beguiling Defenses"} {:description "Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.", :level 14, :name "Dark Delirium"}], :warlock-spells {1 {0 :faerie-fire, 1 :sleep}, 2 {0 :calm-emotions, 1 :phantasmal-force}, 3 {0 :blink, 1 :plant-growth}, 4 {0 :dominate-beast, 1 :greater-invisibility}, 5 {0 :dominate-person, 1 :seeming}}}, :nature-domain {:key :nature-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Nature Domain", :option-pack "Players Hand Book (arandomstringofnum#2919)", :cleric-spells {1 {0 :speak-with-animals, 1 :animal-friendship}, 2 {0 :barkskin, 1 :spike-growth}, 3 {0 :plant-growth, 1 :wind-wall}, 4 {0 :dominate-beast, 1 :grasping-vine}, 5 {0 :insect-plague, 1 :tree-stride}}, :level-selections [{:type :druid-cantrips}], :class :cleric, :profs {:skill-options {:options {:animal-handling true, :nature true, :survival true}}}, :traits [{:description "At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.", :name "Acolyte of Nature"} {:description "Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.", :level 2, :name "Channel Divinity: Charm Animals and Plants"} {:description "Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.", :level 6, :name "Dampen Elements"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.", :level 17, :name "Master of Nature"}]}, :oath-of-the-ancients {:class :paladin, :key :oath-of-the-ancients, :level-modifiers [], :name "Oath of the Ancients", :option-pack "Player's Handbook", :paladin-spells {1 {0 :ensnaring-strike, 1 :speak-with-animals}, 2 {0 :moonbeam, 1 :misty-step}, 3 {0 :plant-growth, 1 :protection-from-energy}, 4 {0 :ice-storm, 1 :stoneskin}, 5 {0 :commune-with-nature, 1 :tree-stride}}, :traits [{:description "You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.", :level 3, :name "Channel Divinity: Nature’s Wrath"} {:description "You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you.\nIt also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.", :level 3, :name "Channel Divinity: Turn the Faithless"} {:description "Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.\n\nAt 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Warding"} {:description "Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.\nAdditionally, you suffer none of the drawbacks of old age, and you can't be aged magically.", :level 15, :name "Undying Sentinel"} {:description "At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.\nUsing your action, you undergo a transformation. For 1 minute, you gain the following benefits:\n-At the start of each of your turns, you regain 10 hit points.\n-Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.\n-Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.\nOnce you use this feature, you can't use it again until you finish a long rest.", :level 20, :name "Elder Champion"}]}, :arcane-trickster {:class :rogue, :key :arcane-trickster, :level-modifiers [], :name "Arcane Trickster", :option-pack "Player Handbook", :spellcasting {:level-factor 3}, :traits [{:description "Arcane Tricksters gain the ability to cast Wizard spells to enhance their abilities, trick their foes, and defend themselves more effectively.\nCantrips: You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.\nSpells Known: You know three 1st level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The third can be from any school of magic.\nThereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20.\nThe spells you learn at 8th, 14th, and 20th level can come from any school of magic.\nWhenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list (of a level you can cast).\nSpellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. Your spell saving throw DC is 8+ your proficiency bonus + your Intelligence modifier. Your spell attack bonus is your proficiency bonus + your Intelligence modifier.\nSpell Slots: You start with two 1st level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.\n\nLevel\tCantrips\tKnown\t1st\t2nd\t3rd\t4th\n3rd\t3\t\t3\t2\t-\t-\t-\n4th\t3\t\t4\t3\t-\t-\t-\n7th\t3\t\t5\t4\t2\t-\t-\n8th\t3\t\t6\t4\t2\t\t\n10th\t4\t\t7\t4\t3\t-\t-\n11th\t4\t\t8\t4\t3\t\t\n13th\t4\t\t9\t4\t3\t2\t-\n14th\t4\t\t10\t4\t3\t2\t\n16th\t4\t\t11\t4\t3\t3\t-\n19th\t4\t\t12\t4\t3\t3\t1\n20th\t4\t\t13\t4\t3\t3\t1", :level 3, :name "Spellcasting"} {:description "Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:\n-You can stow one object the hand is holding in a container worn or carried by another creature.\n-You can retrieve an object in a container worn or carried by another creature.\n-You can use thieves’ tools to pick locks and disarm traps at range.\nYou can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.", :level 3, :name "Mage Hand Legerdemain"} {:description "Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.", :level 9, :name "Magical Ambush"} {:description "At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you Advantage on attack rolls against that creature until the end of the turn, and therefore allowing you to Sneak Attack the creature when nobody else is within 5 feet.", :level 13, :name "Versatile Trickster"} {:description "At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.\n-Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your Reaction to force the creature to make a saving throw with its spellcasting ability modifier.\n-The DC equals your spell save DC and on a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell).\n-For the next 8 hours, you know the spell, can cast it using your spell slots, and the creature can’t cast that spell until the 8 hours have passed.\n-Once you use this feature, you can’t use it again until you finish a long rest.", :level 17, :name "Spell Thief"}]}, :way-of-the-four-elements {:class :monk, :key :way-of-the-four-elements, :level-modifiers [], :name "Way of the Four Elements", :option-pack "Player Handbook", :traits [{:description "When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.\nYou know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.\nWhenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.\nSome elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.\nOnce you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1)\nThe maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.\n\nLevels\t\tMax Ki\n5th-8th\t\t3\n9th-12th\t4\n13th-16th\t5\n17th-20th\t6\n\nBreath of Winter (17th Level Required): You can spend 6 ki points to cast cone of cold.\n\nClench of the North Wind (6th Level Required): You can spend 3 ki points to cast hold person.\n\nElemental Attunement: You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:\n-Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.\n-Instantaneously light or snuff out a candle, a torch, or a small campfire.\n-Chill or warm up to 1 pound of nonliving material for up to 1 hour.\n-Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.\n\nEternal Mountain Defense (11th Level Required): You can spend 5 ki points to cast stoneskin, targeting yourself.\n\nFangs of the Fire Snake: When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.\n\nFist of Four Thunders: You can spend 2 ki points to cast thunderwave.\n\nFist of Unbroken Air: You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.\n\nFlames of the Phoenix (11th Level Required): You can spend 4 ki points to cast fireball.\n\nGong of the Summit (6th Level Required): You can spend 3 ki points to cast shatter.\n\nMist Stance (11th Level Required): You can spend 4 ki points to cast gaseous form, targeting yourself.\n\nRide the Wind (11th Level Required): You can spend 4 ki points to cast fly, targeting yourself.\n\nRiver of Hungry Flame (17th Level Required): You can spend 5 ki points to cast wall of fire.\n\nRush of the Gale Spirits: You can spend 2 ki points to cast gust of wind.\n\nShape the Flowing River: As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.\n\nSweeping Cinder Strike: You can spend 2 ki points to cast burning hands.\n\nWater Whip: You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.\n\nWave of Rolling Earth (17th Level Required): You can spend 6 ki points to cast wall of stone. ", :level 3, :name "Disciple of the Elements"}]}, :school-of-divination {:class :wizard, :key :school-of-divination, :level-modifiers [], :name "School of Divination", :option-pack "Player Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.", :level 2, :name "Divination Savant"} {:description "Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.", :level 2, :name "Portent"} {:description "Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.", :level 6, :name "Expert Divination "} {:description "Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.\nDarkvision: You gain darkvision out to a range of 60 feet, as described in chapter 8.\nEthereal Sight: You can see into the Ethereal Plane within 60 feet of you.\nGreater Comprehension: You can read any language.\nSee Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.", :level 10, :name "The Third Eye"} {:description "Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of What is to come. You roll three d20 for your Portent feature, rather than two.", :level 14, :name "Greater Portent"}]}, :school-of-enchantment {:class :wizard, :key :school-of-enchantment, :level-modifiers [], :name "School of Enchantment", :option-pack "Player Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.", :level 2, :name "Enchantment Savant"} {:description "Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.", :level 2, :name "Hypnotic Gaze"} {:description "Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.\nYou must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.", :level 6, :name "Instinctive Charm"} {:description "Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature", :level 10, :name "Split Enchantment"} {:description "At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.\nAdditionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your Wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.", :level 14, :name "Alter Memories"}]}, :wild-magic {:class :sorcerer, :key :wild-magic, :level-modifiers [], :name "Wild Magic", :option-pack "Player Handbook", :traits [{:description "Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.", :name "Wild Magic Surge"} {:description "Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Anytime before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.", :name "Tides of Chaos"} {:description "Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.", :level 6, :name "Bend Luck"} {:description "At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.", :level 14, :name "Controlled Chaos"} {:description "Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.", :level 18, :name "Spell Bombardment"}]}, :battle-master- {:class :fighter, :key :battle-master-, :level-modifiers [], :level-selections [{:level 3, :num 3, :type :manuevers} {:level 7, :num 2, :type :manuevers} {:level 10, :num 2, :type :manuevers} {:level 15, :num 2, :type :manuevers}], :name "Battle Master ", :option-pack "Players Hand Book (arandomstringofnum#2919)", :traits [{:description "Your study of the art of war not only in battle but out of it grants you a proficiency in an artisan tool of your choice.", :level 3, :name "War Student"} {:description "Beginning at 3rd level, when you take the Battle Master archetype, you learn three special maneuvers from the list below. You may only use one maneuver every time you take the attack action. You learn two additional maneuvers of your choice at 7th, 10th. and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. \nSuperiority Dice: You start with 4 superiority dice. They are d8 and you use one whenever you use a maneuver. You regain them all when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. \nSaving Throws: If a maneuver requires a saving throw, the DC is 8+ your proficiency bonus + your Strength or Dexterity modifier (your choice). ", :level 3, :name "Maneuvers"} {:description "When you reach 7th level, you can spend 1 minute watching your enemy in or out of combat. Doing so gives you information about their abilities. The DM can then tell you if the following enemy abilities are your equal to, stronger, or weaker than your own:\n-Strength ability score\n-Dexterity ability score\n-Constitution ability score\n-AC\n-Current HP\n-Total levels (if any)\n-Fighter levels (if any)", :level 7, :name "Study Your Enemy "} {:description "When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.", :level 10, :name "Improved Superior Combat "} {:description "Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.", :level 15, :name "Relentless "}]}, :knowledge-domain {:class :cleric, :cleric-spells {1 {0 :command, 1 :identify}, 2 {0 :augury, 1 :suggestion}, 3 {0 :nondetection, 1 :speak-with-dead}, 4 {0 :arcane-eye, 1 :confusion}, 5 {0 :legend-lore, 1 :scrying}}, :key :knowledge-domain, :level-modifiers [], :name "Knowledge Domain", :option-pack "Player's Handbook", :profs {:skill-expertise-options {:choose 2, :options {:arcana true, :history true, :nature true, :religion true}}}, :traits [{:description "At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.", :name "Blessing of Knowledge"} {:description "Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.", :level 2, :name "Channel Divinity: Knowledge of the Ages"} {:description "At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.", :level 2, :name "Channel Divinity: Read Thoughts"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.\n\nObject Reading: Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.\n\nArea Reading: As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.", :level 17, :name "Visions of the Past"}]}, :the-seeker {:class :warlock, :key :the-seeker, :level-modifiers [{:level 10, :type :damage-resistance, :value :fire} {:level 10, :type :damage-resistance, :value :cold}], :name "The Seeker", :option-pack "Player Handbook", :traits [{:description "Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.", :name "Shielding Aurora"} {:description "At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1- hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.", :level 3, :name "Pact Boon: Pact of the Star Chain"} {:description "At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.", :level 6, :name "Astral Refuge"} {:description "At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.", :level 10, :name "Far Wanderer"} {:description "Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.", :level 14, :name "Astral Sequestration"}], :warlock-spells {1 {0 :feather-fall, 1 :jump}, 2 {0 :levitate, 1 :locate-object}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :arcane-eye, 1 :locate-creature}, 5 {0 :legend-lore, 1 :passwall}}}, :school-of-illusion {:class :wizard, :key :school-of-illusion, :level-modifiers [], :name "School of Illusion", :option-pack "Player Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.", :level 2, :name "Illusion Savant"} {:description "When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.", :level 2, :name "Improved Minor Illusion"} {:description "Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.", :level 6, :name "Malleable Illusions"} {:description "Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest.", :level 10, :name "Illusory Self"} {:description "By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can Choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.", :level 14, :name "Illusory Reality"}]}, :eldritch-knight {:class :fighter, :key :eldritch-knight, :level-modifiers [], :name "Eldritch Knight", :option-pack "Player Handbook", :spellcasting {:level-factor 3}, :traits [{:description "You can augment your combat abilities with spell casting.\n-Cantrips: You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip.\n-Known Spells: You start with three 1st level wizard spells, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.\n--Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20.\n--The spells you learn at 8th, 14th, and 20th level can come from any school of magic.\n--Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list (of a level you can cast).\n-Spellcasting Ability: Intelligence is what you use for spellcasting. Your spell DC is equal to 8 + proficiency bonus + Intelligence bonus. Your spell attack use proficiency + your Intelligence bonus.\n-Spell Slots: You start with two 1st level spell slots at Fighter level 3, and gain more as you gain more levels.\n\nLevel\tCantrips\tSpells\nKnown\n\nLevel\tCantrips\tSpells\t1st\t2nd\t3rd\t4th\n3rd\t2\t\t3\t2\t-\t-\t-\n4th\t2\t\t4\t3\t-\t-\t-\n7th\t2\t\t5\t4\t2\t-\t-\n8th\t2\t\t6\t4\t2\t\t\n10th\t3\t\t7\t4\t3\t-\t-\n11th\t3\t\t8\t4\t3\t\t\n13th\t3\t\t9\t4\t3\t2\t-\n14th\t3\t\t10\t4\t3\t2\t\n16th\t3\t\t11\t4\t3\t3\t-\n19th\t3\t\t12\t4\t3\t3\t1\n20th\t3\t\t13\t4\t3\t3\t1", :level 3, :name "Spellcasting"} {:description "Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.", :level 3, :name "Weapon Bond"} {:description "At level 7, you can use your action to cast a cantrip and make one weapon attack as a bonus action.", :level 7, :name "War Magic"} {:description "At level 10, any creature you hit with a weapon attack has disadvantage on it's next save it makes against a spell you cast before the end of your next turn.", :level 10, :name "Eldritch Strike"} {:description "At level 15, you can teleport up to 30 feet to a space you can see when using your Action Surge. The teleport can take place before or after the Action Surge.", :level 15, :name "Arcane Charge"} {:description "At level 18, you can make one weapon attack as a bonus action whenever you use your action to cast a spell.", :level 18, :name "Improved War Magic"}]}, :trickery-domain {:class :cleric, :cleric-spells {1 {0 :charm-person, 1 :disguise-self}, 2 {0 :mirror-image, 1 :pass-without-trace}, 3 {0 :blink, 1 :dispel-magic}, 4 {0 :dimension-door, 1 :polymorph}, 5 {0 :dominate-person, 1 :modify-memory}}, :key :trickery-domain, :level-modifiers [], :name "Trickery Domain", :option-pack "Player Handbook", :traits [{:description "Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.", :name "Blessing of the Trickster"} {:description "Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.\nFor the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.", :level 2, :name "Channel Divinity: Invoke Duplicity"} {:description "Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.", :level 2, :name "Channel Divinity: Cloak of Shadows"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.", :level 17, :name "Improved Duplicity"}]}, :the-great-old-one {:class :warlock, :key :the-great-old-one, :level-modifiers [], :name "The Great Old One", :option-pack "Player Handbook", :traits [{:description "Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate (one-way) telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.", :name "Awakened Mind"} {:description "At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.", :level 6, :name "Entropic Ward"} {:description "Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.", :level 10, :name "Thought Shield"} {:description "At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is charmed by you until a remove curse spell is cast on it, the charm condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.", :level 14, :name "Create Thrall"}], :warlock-spells {1 {0 :dissonant-whispers, 1 :tashas-hideous-laughter}, 2 {0 :detect-thoughts, 1 :phantasmal-force}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :dominate-beast, 1 :evards-black-tentacles}, 5 {0 :dominate-person, 1 :telekinesis}}}, :assassin {:class :rogue, :key :assassin, :level-modifiers [], :name "Assassin", :option-pack "Player Handbook", :traits [{:description "You gain proficiency with the disguise kit and the poisoner’s kit.", :level 3, :name "Bonus Proficiencies"} {:description "Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have Advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.", :level 3, :name "Assassinate"} {:description "Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.", :level 9, :name "Infiltration Expertise"} {:description "At the 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (deception) check you make to avoid detection.", :level 13, :name "Impostor"} {:description "Starting at the 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus.) On a failed save, double the damage of your attack against the creature.", :level 17, :name "Death strike"}]}, :path-of-the-totem-warrior {:class :barbarian, :key :path-of-the-totem-warrior, :level-modifiers [{:level 3, :type :spell, :value {:key :speak-with-animals, :level 1}} {:level 3, :type :spell, :value {:key :beast-sense, :level 2}} {:level 10, :type :spell, :value {:key :commune-with-nature, :level 5}}], :name "Path of the Totem Warrior", :option-pack "Player's Handbook", :traits [{:description "At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object, an amulet or similar adornment, that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.\n\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.\n\n- Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.\n- Eagle: While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.\n- Wolf: While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.\n- Elk: The speed of the elk makes you extraordinarily swift. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.\n- Tiger: The spirit of the tiger empowers your leaps. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.", :level 3, :name "Totem Spirit"} {:description "At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.", :level 3, :name "Spirit Seeker"} {:description "At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.\n\n- Bear: You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.\n- Eagle: You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\n- Wolf: You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).\n- Elk: The elk spirit helps you roam far and fast. Whether mounted or on foot, your travel pace is doubled, as is the pace of up to ten companions while they're within 60 feet of you and your aren't incapacitated.\n- Tiger: The cat spirit hones your survival instincts. You gain proficiency in two of the following skills: Athletics, Acrobatics, Stealth, Survival.", :level 6, :name "Aspect of the Beast"} {:description "At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.", :level 10, :name "Spirit Walker"} {:description "At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.\n\n- Bear: While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.\n- Eagle: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\n- Wolf: While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\n- Elk: While raging, you can use a bonus action during your move to pass through the space of a Large of smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.\n- Tiger: While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.", :level 14, :name "Totemic Attunement"}]}, :oath-of-vengeance {:class :paladin, :key :oath-of-vengeance, :level-modifiers [], :name "Oath of Vengeance", :option-pack "Player's Handbook", :paladin-spells {1 {0 :bane, 1 :hunters-mark}, 2 {0 :hold-person, 1 :misty-step}, 3 {0 :haste, 1 :protection-from-energy}, 4 {0 :banishment, 1 :dimension-door}, 5 {0 :hold-monster, 1 :scrying}}, :traits [{:description "As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.", :level 3, :name "Channel Divinity: Abjure Enemy"} {:description "As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.", :level 3, :name "Channel Divinity: Vow of Enmity"} {:description "By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.", :level 7, :name "Relentless Avenger"} {:description "Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.", :level 15, :name "Soul of Vengeance"} {:description "At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:\n• Wings sprout from your back and grant you a flying speed of 60 feet.\n• You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.\n\nOnce you use this feature, you can't use it again until you finish a long rest.", :level 20, :name "Avenging Angel"}]}, :school-of-transmutation {:class :wizard, :key :school-of-transmutation, :level-modifiers [], :name "School of Transmutation", :option-pack "Player Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.", :level 2, :name "Transmutation Savant"} {:description "Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.", :level 2, :name "Minor Alchemy"} {:description "Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:\n-Darkvision out to a range of 60 feet, as described in chapter 8\n-An increase to speed of 10 feet while the creature is unencumbered\n-Proficiency in Constitution saving throws\n-Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)\nEach time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.", :level 6, :name "Transmuter’s Stone"} {:description "At 10th level. you add the polymorph spell to your spellbook. if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.", :level 10, :name "Shapechanger"} {:description "Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.\n\nMajor Transformation: You can transmute one nonmagical object—no larger than a 5—foot cube into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.\n\nPanacea: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.\n\nRestore Life: You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.\n\nRestore Youth: You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.", :level 14, :name "Master Transmuter"}]}, :light-domain {:class :cleric, :cleric-spells {1 {0 :burning-hands, 1 :faerie-fire}, 2 {0 :flaming-sphere, 1 :scorching-ray}, 3 {0 :daylight, 1 :fireball}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :scrying}}, :key :light-domain, :level-modifiers [{:level 1, :type :spell, :value {:ability :wis, :key :light, :level 0}}], :name "Light Domain", :option-pack "Player Handbook", :traits [{:description "When you choose this domain at 1st level, you gain the light cantrip if you don't already know it. Otherwise choose another.", :name "Bonus Cantrip"} {:description "Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Warding Flare"} {:description "Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.", :level 2, :name "Channel Divinity: Radiance of the Dawn"} {:description "Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.", :level 6, :name "Improved Flare"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.", :level 17, :name "Corona of Light"}]}, :college-of-valor {:class :bard, :key :college-of-valor, :level-modifiers [{:level 3, :type :armor-prof, :value :medium} {:level 3, :type :armor-prof, :value :shields} {:level 3, :type :weapon-prof, :value :martial} {:level 6, :type :num-attacks, :value 2}], :name "College of Valor", :option-pack "Player's Handbook", :traits [{:description "At 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.", :level 3, :name "Combat Inspiration"} {:description "At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to a cast a bard spell, you can make one weapon attack as a bonus action.", :level 14, :name "Battle Magic"} {:description "Starting at 6th level, you can attack twice, instead of once whenever you take the Attack action on your turn.", :level 6, :name "Extra Attack"}]}, :circle-of-the-moon {:class :druid, :key :circle-of-the-moon, :level-modifiers [{:level 14, :type :spell, :value {:key :alter-self, :level 2}}], :name "Circle of the Moon", :option-pack "Player's Handbook", :traits [{:description "When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.\nAdditionally, while you are transformed by Wild Shape. You can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.", :level 2, :name "Combat Wild Shape"} {:description "The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there).", :level 2, :name "Circle Forms"} {:description "Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", :level 6, :name "Primal Strike"} {:description "At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.", :level 10, :name "Elemental Wild Shape"} {:description "By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.", :level 14, :name "Thousand Forms"} {:description "Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.", :level 6, :name "Circle Forms"}]}, :beast-master {:class :ranger, :key :beast-master, :level-modifiers [], :name "Beast Master", :option-pack "Player Handbook", :traits [{:description "You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower.\nAdd your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.\nThe beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.\nWhile traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.", :level 3, :name "Ranger's Companion"} {:description "On any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.", :level 7, :name "Exceptional Training"} {:description "When you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.", :level 11, :name "Bestial Fury"} {:description "When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.", :level 15, :name "Share Spells"}]}, :school-of-necromancy {:class :wizard, :key :school-of-necromancy, :level-modifiers [], :name "School of Necromancy", :option-pack "Player Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.", :level 2, :name "Necromancy Savant"} {:description "At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.", :level 2, :name "Grim Harvest"} {:description "At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:\n-The creature’s hit point maximum is increased by an amount equal to your wizard level.\n-The creature adds your proficiency bonus to its weapon damage rolls.", :level 6, :name "Undead Thralls"} {:description "Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.", :level 10, :name "Inured to Death"} {:description "Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence 0f 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.", :level 14, :name "Command Undead"}]}, :school-of-conjuration {:class :wizard, :key :school-of-conjuration, :level-modifiers [], :name "School of Conjuration", :option-pack "Player Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.", :level 2, :name "Conjuration Savant"} {:description "Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you.\n-This object can be no larger than 3 feet on a side and weigh no more than 10 pounds\n-Its form must be that of a nonmagical object that you have seen.\n-The object is visibly magical, radiating dim light out to 5 feet.\n-The object disappears after 1 hour, when you use this feature again, or if it takes any damage.", :level 2, :name "Minor Conjuration"} {:description "Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.", :level 6, :name "Benign Transposition"} {:description "Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.", :level 10, :name "Focused Conjuration"} {:description "Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.", :level 14, :name "Durable Summons"}]}, :way-of-the-shadow {:class :monk, :key :way-of-the-shadow, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :minor-illusion}} {:level 3, :type :spell, :value {:ability :wis, :key :darkness, :level 2}} {:level 3, :type :spell, :value {:ability :wis, :key :darkvision, :level 2}} {:level 3, :type :spell, :value {:ability :wis, :key :pass-without-trace, :level 2}} {:level 3, :type :spell, :value {:ability :wis, :key :silence, :level 2}}], :name "Way of the Shadow", :option-pack "Player Handbook", :traits [{:description "Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.", :level 3, :name "Shadow Arts"} {:description "You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.", :level 6, :name "Shadow Step"} {:description "You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.", :level 11, :name "Cloak of the Shadows"} {:description "You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.", :level 17, :name "Opportunist"}]}, :war-domain {:class :cleric, :cleric-spells {1 {0 :divine-favor, 1 :shield-of-faith}, 2 {0 :magic-weapon, 1 :spiritual-weapon}, 3 {0 :crusaders-mantle, 1 :spirit-guardians}, 4 {0 :freedom-of-movement, 1 :stoneskin}, 5 {0 :flame-strike, 1 :hold-monster}}, :key :war-domain, :level-modifiers [{:type :armor-prof, :value :heavy} {:type :weapon-prof, :value :martial} {:level 17, :type :damage-resistance, :value :slashing} {:level 17, :type :damage-resistance, :value :bludgeoning} {:level 17, :type :damage-resistance, :value :piercing}], :name "War Domain", :option-pack "Player Handbook", :traits [{:description "From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "War Priest"} {:description "Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :level 2, :name "Channel Divinity: Guided Strike"} {:description "At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :level 6, :name "Channel Divinity: War God's Blessing"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.", :level 17, :name "Avatar of Battle"}]}, :school-of-abjuration {:class :wizard, :key :school-of-abjuration, :level-modifiers [], :name "School of Abjuration", :option-pack "Player's Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.", :level 2, :name "Abjuration Savant "} {:description "Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.\n\nWhile the ward has 0 hit points, it can’t absorb damage. but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest.", :level 2, :name "Arcane Ward"} {:description "Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points. the warded creature takes any remaining damage", :level 6, :name "Projected Ward"} {:description "Beginning at 10th level. when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.", :level 10, :name "Improved Abjuration"} {:description "Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.", :level 14, :name "Spell Resistance"}]}, :tempest-domain {:class :cleric, :cleric-spells {1 {0 :fog-cloud, 1 :thunderwave}, 2 {0 :gust-of-wind, 1 :shatter}, 3 {0 :call-lightning, 1 :sleet-storm}, 4 {0 :control-water, 1 :ice-storm}, 5 {0 :destructive-smite, 1 :insect-plague}}, :key :tempest-domain, :level-modifiers [{:type :armor-prof, :value :heavy} {:type :weapon-prof, :value :martial}], :name "Tempest Domain", :option-pack "Player Handbook", :traits [{:description "Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Wrath of the Storm"} {:description "Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.", :level 2, :name "Channel Divinity: Destructive Wrath"} {:description "At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.", :level 6, :name "Thunderbolt Strike"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.", :level 17, :name "Stormborn"}]}}, :orcpub.dnd.e5/subraces {:drow {:key :drow, :race :elf, :name "Drow", :darkvision 120, :spells [{:value {:ability :cha, :key :dancing-lights, :level 0}} {:level 3, :value {:ability :cha, :key :faerie-fire, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :abilities {:orcpub.dnd.e5.character/cha 1}, :option-pack "Player Handbook", :props {:weapon-prof {:crossbow-hand true, :rapier true, :shortbow true}}, :traits [{:description "Disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :forest-gnome {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :forest-gnome, :name "Forest Gnome", :option-pack "Player Handbook", :race :gnome, :spells [{:value {:ability :int, :key :minor-illusion}}], :traits [{:description "Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.", :name "Speak with Small Beasts"}]}, :mountain-dwarf {:abilities {:orcpub.dnd.e5.character/str 2}, :key :mountain-dwarf, :name "Mountain Dwarf", :option-pack "Player Handbook(full)", :props {:armor-prof {:light true, :medium true}}, :race :dwarf, :traits []}, :stout {:abilities {:orcpub.dnd.e5.character/con 1}, :key :stout, :name "Stout", :option-pack "Player Handbook", :props {:damage-resistance {:poison true}, :saving-throw-advantage {:poisoned true}}, :race :halfling, :traits []}, :wood-elf {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :wood-elf, :name "Wood Elf", :option-pack "Player Handbook", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :elf, :speed 35, :traits [{:description "You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", :name "Mask of the Wild"}]}}}, "UA - Pact of Raven Queen (Drakus#9879)" {:orcpub.dnd.e5/subclasses {:the-raven-queen {:class :warlock, :key :the-raven-queen, :level-modifiers [], :name "The Raven Queen", :option-pack "Unearthed Arcana: Warlock & Wizard", :traits [{:description "You gain the service of\ta spirit sent by the Raven Queen to watch over you. The\tspirit assumes the form\tand game statistics of a raven,\tand it always obeys your commands, which you can give telepathically while it is within 100 feet of you. While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack\tor other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated. You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.", :name "Sentinel Raven"} {:description "You gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While\tmerged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.", :level 6, :name "Soul of the Raven "} {:description " At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage. ", :level 10, :name "Raven's Shield"} {:description "You can channel the Raven Queen’s power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can’t do so again until you finish a long rest.", :level 14, :name "Queen's Right Hand"}], :warlock-spells {1 {0 :false-life, 1 :sanctuary}, 2 {0 :silence, 1 :spiritual-weapon}, 3 {0 :feign-death, 1 :speak-with-dead}, 4 {0 :ice-storm, 1 :locate-creature}, 5 {0 :commune, 1 :cone-of-cold}}}}}, "5eHB - Dawnforged 5e Homebrew (Kol_dar#2111)" {:orcpub.dnd.e5/feats {:clear-minded {:ability-increases #{}, :description "You’ve mastered the basic spells to such a degree that you can cast and concentrate on them with little effort. You can maintain concentration on up to two spells at a time, as long as those spells are of 3rd level or lower. During a turn when you are concentrating on two spells, you can only move at half speed. Additionally, you have disadvantage on constitution saving throws that you make to maintain your concentration on spells. If you fail such a saving throw, all spells you were concentrating on end.", :key :clear-minded, :name "Clear-Minded", :option-pack "Dawnforged 5e Homebrew", :prereqs #{}}, :weapon-master-reforged- {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "You have practiced extensively with a variety of weapons, gaining the following benefits:\n• Increase your Strength or Dexterity score by 1, to a maximum of 20.\n• Choose four weapons. You may add your proficiency bonus to damage rolls using these weapons.", :key :weapon-master-reforged-, :name "Weapon Master (Reforged)", :option-pack "Dawnforged 5e Homebrew", :prereqs #{}, :props {}}, :friend-of-the-wild {:ability-increases #{}, :description "Prerequisite: 8th level\nYou gain an animal companion that can be trained and which improves as long as you travel together. Choose a beast of CR 1 or lower. This new animal companion adds a number of extra Hit Die to its health equal to 1/2 your level and adds half of your proficiency bonus to its attack and damage rolls, Armor Class, and saving throws. These numbers increase as your level and proficiency bonus increases. The GM must approve your choice.", :key :friend-of-the-wild, :name "Friend of the Wild", :option-pack "Dawnforged 5e Homebrew", :prereqs #{}}, :big-for-your-race {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "Prerequisite: Must be a member of a Small-sized race.\nIncrease your Strength or Dexterity score by 1, to a maximum of 20. You may now ignore the heavy property of weapons, and your size counts as Medium for the purpose of grappling.", :key :big-for-your-race, :name "Big for Your Race", :option-pack "Dawnforged 5e Homebrew", :prereqs #{}}, :silver-tongued {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You have a way with words, gaining the following benefits:\n• Increase your Charisma score by 1, to a maximum of 20.\n• You have advantage on Charisma (Deception) and Charisma (Persuasion) checks.\n• When buying or selling items, you can do so at 75% of their value (down from 100% and up from 50%). If the base percentage is different than the standard, your impact on the price is +/- 25%.", :key :silver-tongued, :name "Silver Tongued", :option-pack "Dawnforged 5e Homebrew", :prereqs #{}}, :spellrager {:ability-increases #{}, :description "You’ve learned to push your magic to its utmost, extracting every drop of damage possible from the Weave. Before you make a spell attack, you can choose to take a -5 penalty to the attack roll. If the spell hits, you add +10 to its damage.", :key :spellrager, :name "Spellrager", :option-pack "Dawnforged 5e Homebrew", :prereqs #{}}, :tenacious-replaces-durable-and-tough- {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "Hardy and resilient, you gain the following benefits:\n• Increase your Constitution score by 1, to a maximum of 20.\n• When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).\n• Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. ", :key :tenacious-replaces-durable-and-tough-, :name "Tenacious (replaces Durable and Tough)", :option-pack "Dawnforged 5e Homebrew", :prereqs #{}, :props {:max-hp-bonus 2}}, :reactionary {:ability-increases #{}, :description "You are acutely aware of the movements and actions of your foes in combat and can react quickly to capitalize on their slightest mistakes. In addition to your normal reaction, you gain a number of reactions equal to half of your proficiency bonus. These reactions must be used for additional attacks of opportunity, and a foe may be attacked only once with this reaction.", :key :reactionary, :name "Reactionary", :option-pack "Dawnforged 5e Homebrew", :prereqs #{}}, :attunement-expert {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "Increase your Intelligence score by 1 (maximum of 20).\n• Attuning to a magic item only requires 1 minute of uninterrupted focus, instead of a short rest.\n• You can be attuned to four items, instead of three.\n• When regaining charges from magic items, you can reroll if the result is a 1, taking the new result.", :key :attunement-expert, :name "Attunement Expert", :option-pack "Dawnforged 5e Homebrew", :prereqs #{}}, :force-of-destiny {:ability-increases #{}, :description "The gods have smiled on you. The forces of the universe conspire to bring you success, granting you the following benefits: You can retain a number of marks of destiny equal to your proficiency bonus (up from the usual 1); you can gift your marks of destiny to any party member without them; if you roll a 1 using your destiny die, you may roll again, taking the new number.", :key :force-of-destiny, :name "Force of Destiny", :option-pack "Dawnforged 5e Homebrew", :prereqs #{}}}, :orcpub.dnd.e5/languages {:gahuza {:description "The gahuza spoken language is made up of a complex series of grunts and yips and incorporates a wide range of body language to fully express ideas. The gahuza write using the Common alphabet.", :key :gahuza, :name "Gahuza", :option-pack "Dawnforged 5e Homebrew"}}, :orcpub.dnd.e5/races {:gahuza {:abilities {:orcpub.dnd.e5.character/int 2}, :key :gahuza, :languages #{"Common"}, :name "Gahuza", :option-pack "Dawnforged 5e Homebrew", :size :medium, :speed 30, :traits [{:description "Pick three skills you are not proficient with. Add half your proficiency bonus to these skills.", :name "Fast Learner"}]}}, :orcpub.dnd.e5/selections {:aspect-of-the-beast {:key :aspect-of-the-beast, :name "Aspect of the Beast", :option-pack "Dawnforged 5e Homebrew", :options [{:description "You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.", :name "Aspect of the Beast: Bear"} {:description "You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at som ething no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. In addition, you gain double your proficiency bonus on Wisdom (Perception) checks.", :name "Aspect of the Beast: Eagle"} {:description "You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).", :name "Aspect of the Beast: Wolf"} {:description "While actively hunting, you can use an action to spend up to half your maximum number of Hit Dice to regain lost hit points. Any allies within 30 feet can do this also. Once you use this feature, you can’t use it again until you finish a long rest.", :name "Aspect of the Beast: Raptor"}]}, :totem-spirit {:key :totem-spirit, :name "Totem Spirit", :option-pack "Dawnforged 5e Homebrew", :options [{:description "While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.", :name "Totem Spirit: Bear"} {:description "While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.", :name "Totem Spirit: Eagle"} {:description "While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.", :name "Totem Spirit: Wolf"} {:description "While raging, your unarmed damage increases to 1d6. Use your Strength for attack and damage rolls, and your damage type can be your choice of bludgeoning, piercing, or slashing. This damage increases to 1d8 at 7th level, 1d10 at 11th level, 1d12 at 15th level, and 2d6 at 19th level. At 7th level, this damage is considered to be magical for the purposes of overcoming damage resistance. At 3rd level, you also gain the use of the Pounce feature. Pounce. If you move at least 20 feet straight toward a creature and then hit with an unarmed melee attack, the target must make a Strength save (DC = 8 + proficiency bonus + Strength modifier) or be knocked prone. If the target is knocked prone, you may make one unarmed attack against it as a bonus action.", :name "Totem Spirit: Raptor"}]}, :totemic-attunement {:key :totemic-attunement, :name "Totemic Attunement", :option-pack "Dawnforged 5e Homebrew", :options [{:description "While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.", :name "Totemic Attunement: Bear"} {:description "While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.", :name "Totemic Attunement: Eagle"} {:description "While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.", :name "Totemic Attunement: Wolf"} {:description "While raging, whenever you reduce a foe’s hit points to 0, you regain hit points equal to your level and can move up to your movement speed towards another foe.", :name "Totemic Attunement: Raptor"}]}}, :orcpub.dnd.e5/subclasses {:college-of-intrigue {:class :bard, :key :college-of-intrigue, :level-modifiers [], :name "College of Intrigue", :option-pack "Dawnforged 5e Homebrew", :traits [{:description "When you join the College of Intrigue at 3rd level, yougain proficiency with disguise tools, forgery tools, and your choice of thieves’ tools or poisoner’s tools. If you are already proficient with any of these tools, you may double your proficiency bonus with that tool.", :level 3, :name "The Art of Subterfuge"} {:description "Also at 3rd level, you learn how to weave manipulative magic in such a way that the target has great difficulty resisting it. Choose a creature within 60 feet of you. By expending a use of Bardic Inspiration, you can lower that creature’s saving throw against the next divination, enchantment, or illusion spell cast on them. Roll your Bardic Inspiration die and subtract the number rolled from the creature’s saving throw. The creature is immune if it immune to being charmed. Additionally, you may also use this feature when a creature is attempting to use Insight to see through your Deception. Roll your Bardic Inspiration die and subtract the number rolled from the creature’s Insight check. You must do so after the die is rolled but before the GM tells you the result.", :level 3, :name "Beguiling Words"} {:description "Beginning at 6th level, each time you gain a new bard spell you also gain one divination spell of a level which you can cast. This spell may be chosen from any class, and it does not count against your spells known.", :level 6, :name "Well Informed"} {:description "At 14th level, you have developed the act of mindplay and confusion into an art form. When you cast an enchantment spell upon a creature and they succeed on their saving throw, the spell does not work. However, due to your talent with manipulation, the creature remains unaware that they were the target of an unsuccessful spell cast. If the creature succeeds a second time, however, making their saving throw against a second casting of any enchantment spells, they are made aware and will act accordingly. Additionally, you can manipulate and alter your illusion spells as a bonus action, rather than an action.", :level 14, :name "Master Manipulator"}]}, :eldritch-knight-reforged- {:class :fighter, :cleric-spells {1 {0 :charm-person, 1 :command}, 2 {0 :hold-person, 1 :suggestion}, 3 {0 :sending, 1 :tongues}, 4 {0 :dominate-beast, 1 :banishment}, 5 {0 :dominate-person, 1 :hold-monster}}, :key :eldritch-knight-reforged-, :level-modifiers [], :name "Eldritch Knight (Reforged)", :option-pack "Dawnforged 5e Homebrew", :traits [{:description "You can tap into a wellspring of arcane energy. Beginning at 3rd level, you gain access to a pool of eldritch points. This pool begins with 3 points, plus a number of points equal to your Intelligence bonus, and increases by 1 point for every fighter level you gain. For example, an 8th-level Eldritch Knight with a 14 Intelligence has 10 eldritch points. You may use these points to fuel a variety of abilities, listed below. These eldritch points replenish at the end of a long rest.", :level 3, :name "Eldritch Mana Pool"} {:description "Also starting at 3rd level, you may spend 1 hour to bond with a melee weapon. Once bonded, you cannot be disarmed of that weapon and can summon it as a bonus action on your turn, causing it to teleport instantly to your hand. You may have up to two bonded weapons at a time. If you bond to another weapon, the bond connected to the first is severed. If this weapon is not already magical, it is considered to be so for the purposes of overcoming damage resistance. Beginning at 8th level, you can add your Intelligence modifier to all damage rolls made with your bonded weapon.", :level 3, :name "Eldritch Bond "} {:description "Finally, also at 3rd level, you can weave elemental energies into your melee attacks. Choose one of the following four elements. You may change your selection at the end of a short rest. You can choose a second element at 9th level and may switch between which of the two forged elements are active with a bonus action on your turn. \n • Frost. The damage type of your bonded weapon attacks changes to cold. You can revert to its original type as a bonus action. Additionally, you can channel this chilling energy into a blow which will leave your foe reeling. When making a melee attack you may expend 1 eldritch point to attempt to freeze your foe. The target struck must make a Constitution saving throw (DC = 8 + proficiency bonus + Intelligence modifier). If the target fails the saving throw, the next attack they make is done at disadvantage, for the next round they are unable to make attacks of opportunity, and they are slowed to half of their normal movement. Lastly, you gain unlimited use of the shape water cantrip. \n • Fire. The damage type of your bonded weapon attacks changes to fire. You can revert to its original type as a bonus action. Additionally, you can stoke these flames to also consume foes near your target. By spending 1 eldritch point, the fire damage of your melee attacks now also affects any foes adjacent to your primary target. This effect lasts until the beginning of your next turn. The adjacent foes must make a Dexterity saving throw (DC = 8 + proficiency bonus + Intelligence modifier). If they succeed at the saving throw, they take half the fire damage; if they fail, they take the full fire damage. Lastly, you gain unlimited use of the control flames cantrip. \n • Lightning. The damage type of your bonded weapon attacks changes to lightning. You can revert to its original type as a bonus action. Additionally, you can channel this static energy into a destructive bolt to devastate your foes. By expending 1 eldritch point, your melee attacks may also affect any foes directly in a line from your primary target, up to 20 feet away. Any foes within the line, other than your primary target, must make a Dexterity saving throw (DC = 8 + proficiency bonus + Intelligence modifier). If they succeed at the saving throw, they take half damage; if they fail, they take the full lightning damage. Lastly, you gain unlimited use of the gust cantrip. \n • Force. The damage type of your bonded weapon attacks changes to force. You can revert to its original type as a bonus action. Additionally, you can bend reality to alter the very substance of objects around you. When making a melee attack, you may expend 1 eldritch point to attempt to cause your weapon, empowered by evocative energy, to sever the connection of your foe’s armor to reality. On a hit, the target must make a Constitution saving throw (DC = 8 + proficiency bonus + Intelligence modifier). If the target fails, until the beginning of your next turn, your foe’s armor is effectively gone. All melee attacks made against them, including those of your allies, ignore the foe’s AC bonus from any armor they are wearing. This effect lasts until the beginning of your next turn. Their dexterity and any shield bonus, as well as any natural armor, are still applied. Lastly, you gain unlimited use of the mage hand cantrip.", :level 3, :name "Eldritch Forged"} {:description "Starting at 7th level, when you hit a creature with a melee weapon attack, you may expend 1 eldritch point to deal an additional 1d8 cold, fire, force, or lightning damage to the attack. Additional points may be spent to increase the effect, each adding 1d8 more damage, up to a maximum of 4 extra points spent, dealing 5d8 damage, plus the melee weapon damage, in total.", :level 7, :name "Eldritch Smite"} {:description "Also beginning at 7th level, you can weave arcane power around you to bolster your defenses. Choose one of the following four elements. This element can be a different type than the element chosen for the Eldritch Forged power. You may change your selection at the end of a short rest. You can choose a second element at level 13, and may switch between which retribution element is active with a bonus action on your turn.\n • Frost. As a reaction to being attacked, you may spend 1 eldritch point to cover your body with a layer of thick ice. Until the beginning of your next turn, you have resistance to bludgeoning, piercing, and slashing damage. You may spend an additional 3 eldritch points to change the resistance to immunity.\n • Fire. As a reaction when you take acid, cold, fire, lightning, or thunder damage, you may spend 1 eldritch point to bathe your body in warding flames. You gain resistance to the triggering damage type until the start of your next turn. You may spend an additional 3 eldritch points to change the resistance to immunity. Also, the first time you hit with a melee attack, on your next turn the target takes an additional 1d6 damage of the triggering type, and the spell ends. This damage increases to 2d6 at 11th level and 3d6 at 17th level.\n • Lightning. As a reaction to being hit by an attack, you may spend 1 eldritch point to emit a wave of electricity to shock your foes in retribution. All creatures within 5 feet of you must make a Dexterity saving throw (DC = 8 + proficiency bonus + Intelligence modifier). On a failed save, they take 2d8 lightning damage and half as much damage on a successful one. This damage increases to 3d8 at 11th level and 4d8 at 17th level. You may spend up to 3 additional eldritch points to increase the area of the shock. Each point spent increases the area by 5 feet, up to a maximum of 20 feet.\n • Force. As a reaction to being attacked, you may spend 1 eldritch point to create an energy shield which blocks and repels attacks. Until the beginning of your next turn, your armor class increases by 5. You may expend an additional 3 eldritch points to cause all ranged attacks to have disadvantage to hit you, and any foes who attack you with a melee attack to be knocked back 10 feet. This knockback occurs after their attack and possible damage rolls are calculated.", :level 7, :name "Eldritch Retribution"} {:description "At 10th level, you gain the ability to see connections within the Weave, and you can bend arcane energies around you to manipulate this energy. On your turn, you may expend 2 eldritch points to grant you short-range teleportation. You can jump a combined distance no greater than your movement speed, and you must be able to see the destination of the teleportation. By spending an additional 2 eldritch points you can take another willing creature, of your size or smaller, along with you. This movement does not provoke attacks of opportunity. Lastly, if you make a melee attack roll against at least two different creatures during this turn, you can, as a bonus action, make a melee weapon attack against an additional creature.", :level 10, :name "Eldritch Charge"} {:description "At 15th level when you roll for initiative and have less than 4 eldritch points remaining, you gain up to a total of 4 eldritch points. Additionally, if you reduce a foe to 0 hit points with a bonded weapon attack, you regain 1 eldritch point. You cannot exceed your maximum point total through this feature.", :level 15, :name "Eldritch Everflowing"} {:description "Upon reaching 18th level during your Action Surge, and until the beginning of your next turn after activating the Action Surge, your eldritch abilities require half of their normal eldritch point cost, rounded down, though they are still restricted by their maximum limits.", :level 18, :name "Eldritch Unleashed"}]}, :overlord {:class :cleric, :cleric-spells {1 {0 :charm-person, 1 :command}, 2 {0 :hold-person, 1 :suggestion}, 3 {0 :sending, 1 :tongues}, 4 {0 :dominate-beast, 1 :banishment}, 5 {0 :dominate-person, 1 :hold-monster}}, :key :overlord, :level-modifiers [{:type :weapon-prof, :value :martial} {:type :armor-prof, :value :heavy}], :name "Overlord", :option-pack "Dawnforged 5e Homebrew", :traits [{:description "At 1st level, you learn the friends cantrip. You also gain proficiency in one of the following skills of your choice: Deception, Intimidate, or Performance.", :name "Born to Rule"} {:description "At 1st level, you gain proficiency with martial weapons and heavy armor", :name "Bonus Proficiencies"} {:description "Starting at 2nd level, you can use your Channel Divinity to rally your allies to fight for your deity’s glory. As an action, you inspire all allies within 30 feet of you. Until the end of your next turn you, and allies within 30 feet of you, add your proficiency bonus to their attack and damage rolls as well as their Armor Class", :level 2, :name "Channel Divinity: Rally"} {:description "Beginning at 6th level, when you cast an enchantment spell, add +1 to the DC of its saving throw. Additionally, when you cast an enchantment spell using a spell slot higher than the original level of the spell, you can increase the number of targets affected by one or double the duration of the spell, your choice, for each slot above its original level.", :level 6, :name "Dictum"} {:description "At 8th level, your renown as a commander has attracted followers who wish to serve your Grand Cause. Unlike retainers, these followers will fight for you and follow you into battle, though only if the cause serves the desires of your deity. For example, they will fight to defend your temple or fortress, stage an organized attack or siege on enemy encampments, or serve as a police force in a town. They will not follow you into small group situations more fit for a party of adventurers, or any activity which goes against the tenants of your Grand Cause. Additionally, they will cease to follow you if they are treated poorly or if they are not given opportunity to further your Grand Cause. At 8th level, you attract three followers. Of these followers, one will serve in a martial role, one in a religious role, and one in a general capacity role. If they are treated well, by 9th level they will have each recruited one additional follower of their type. As long as they are given opportunity to further the Grand Cause and their needs are taken care of, their number will continue to double each level, reaching approximately 4,000 of each type by 20th level. For more details on how the followers might work, consult the Variant Feature: Retainers listed under the Noble background in the core rules. Much of the management of your followers should be done outside of the regular session. Consult with your GM to work out the details of your organization and followers such that they fit in well with your GM’s campaign and world. Such management would likely include spending gold on the followers’ well-being and supplies, outfitting them with gear, sending them on missions, and so on.", :level 8, :name "Commander of Legions"} {:description "Starting at 17th level, your rally lasts for 1 minute instead of 1 round and affects all allies within 60 feet. In addition to the other inspirations, any ally who fights adjacent to you gains advantage on their attacks.", :level 17, :name "Hail to the Sovereign"}]}, :path-of-the-storm-herald-reforged- {:class :barbarian, :key :path-of-the-storm-herald-reforged-, :level-modifiers [], :name "Path of the Storm Herald (Reforged)", :option-pack "Dawnforged 5e Homebrew", :traits [{:description "Your choice of this path, selected at 3rd level, represents the significant milestone you have achieved in the deepening of your connection to the land and its elements. During a long rest, you can connect to the land around you. The climate and geography of the region influence the abilities you gain when you commune with it. However, you are not required to make this connection during a long rest. If you wish to maintain your connection to a specific environment, you may do so. Your rage unlocks this power within you and unleashes a terrible storm upon your foes. While raging, you emanate an aura in a 10-foot radius. Enemies within this aura\nfall subject to one of a variety of effects, based on your environment.\n• Cave. In the deep places of the earth, ancient gods and fiends whisper from their prisons. You make a fraction of their might your own, as a vortex of psionic energy swirls around you. Any enemy that ends its turn in your aura takes psychic damage equal to your barbarian level.\n• Desert. An aura of scorching sand swirls around you. Any enemy that ends its turn in your aura takes fire damage equal to your barbarian level.\n• Forest. The forest itself rises up to battle your foes, as barbed and venomous vines erupt around you. Any enemy that ends its turn in your aura takes poison damage equal to your barbarian level.\n• Mountain. From the massive peaks to the jagged volcanic ridges, the thunderous voice of the mountain crashes down upon your foes. Any enemy that ends its turn in your aura takes thunder damage equal to your barbarian level.\n• Sea. A tempestuous aura of wind and rain swirls around you. Any enemy that ends its turn in your aura takes lightning damage equal to your barbarian level.\n• Tundra. A blizzard of snow and ice swirls around you. Any enemy that ends its turn in your aura takes cold damage equal to your barbarian level.", :level 3, :name "Storm of Fury"} {:description "Starting at 6th level, your link to the power of the stormgrants you additional abilities based on the environment you’re attuned to.\n• Cave. You gain resistance to psionic and psychic damage. You also gain darkvision out to a range of 60b feet. If you already have darkvision, this distance is doubled.\n• Desert. You gain resistance to fire damage and don’t suffer the effects of extreme heat.\n• Forest. You gain resistance to poison damage. You also gain the Keen Smell trait, allowing you to track foes through smell.\n• Mountain. You gain resistance to thunder damage and can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your barbarian level. Additionally, you gain a climb speed equal to your normal movement.\n• Sea. You gain resistance to lightning damage and can breathe underwater.\n• Tundra. You gain resistance to cold damage and don’t suffer the effects of extreme cold.", :level 6, :name "Storm Soul"} {:description "Starting at 14th level, the power of the storm you channel grows mightier. Once per short rest, you can increase the radius of Storm Soul to 20 feet. This effect lasts until your current rage ends.", :level 14, :name "Unleash Cataclysm"} {:description "Additionally at 3rd level, you gain proficiency in one of the following three skills: Nature, Survival, or navigator’s tools.", :level 3, :name "Horizon Walker"} {:description "Beginning at 10th level, you learn to use your mastery of the storm to protect your allies. While you are raging, allies within your Storm Soul aura gain the resistance effect of your aura. Additionally, whether you are raging or not, you grant all allies within 60 feet the secondary ability of your Storm Soul.", :level 10, :name "Shield of the Storm"} {:description "Your Storm of Fury aura gains more potent effects.\n• Cave. The insidious voices bore even deeper into the psyche of your foes. Any enemy who ends their turn within your aura must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is unable to take reactions until the end of its next turn. Any enemy who is immune to mind-influencing abilities is also immune to this effect.\n• Desert. The innumerable grains of the sand around you bend to your will and flow over your foes in blinding sheets. Any enemy who ends their turn within your aura must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is blinded until the end of its next turn. Any enemy who is immune to fire is also immune to this effect.\n• Forest. Although the trees are beautiful, the forest is also home to a startling variety of toxic plants, pustules of which burst from vines tearing out of the ground. Any enemy who ends their turn within your aura must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is poisoned until the end of its next turn. Any enemy who is immune to poison is also immune to this effect.\n• Mountain. Seismic tremors crack the ground and hurl your foes to their knees. Any enemy who ends their turn within your aura must make a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is knocked prone. Any enemy who is immune to being prone is also immune to this effect.\n• Sea. The cacophonous thunder of your tempest is matched only by the howls of dread coming from your foes. Any enemy who ends their turn within your aura must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is deafened until the end of its next turn and must make a concentration check to maintain any current spells. Any enemy who is immune to thunder or can cast without sound is also immune to this effect.\n• Tundra. The frigid winds claw at the limbs of your foes, seeking to ensnare them deep under the snow. Any enemy who ends their turn within your aura must make a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is restrained until the end of its next turn. Any enemy who is immune to being grappled is also immune to this effect.", :level 14, :name "Raging Storm"}]}, :path-of-the-totem-warrior-reforged- {:class :barbarian, :key :path-of-the-totem-warrior-reforged-, :level-modifiers [{:level 3, :type :spell, :value {:key :beast-sense, :level 2}} {:level 3, :type :spell, :value {:key :speak-with-animals, :level 1}}], :name "Path of the Totem Warrior (Reforged)", :option-pack "Dawnforged 5e Homebrew", :traits [{:description "Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.\n", :level 3, :name "Spirit Seeker"} {:description "At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must m ake or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thickskinned, or if your totem is the eagle, your eyes turn bright yellow.\nYour totem animal might be an animal related to those listed here but m ore appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.\n• Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.\n• Eagle. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.\n• Wolf, While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.\n• Raptor. While raging, your unarmed damage increases to 1d6. Use your Strength for attack and damage rolls, and your damage type can be your choice of bludgeoning, piercing, or slashing. This damage increases to 1d8 at 7th level, 1d10 at 11th level, 1d12 at 15th level, and 2d6 at 19th level. At 7th level, this damage is considered to be magical for the purposes of overcoming damage resistance. At 3rd level, you also gain the use of the Pounce feature. Pounce. If you move at least 20 feet straight toward a creature and then hit with an unarmed melee attack, the target must make a Strength save (DC = 8 + proficiency bonus + Strength modifier) or be knocked prone. If the target is knocked prone, you may make one unarmed attack against it as a bonus action.", :level 3, :name "Totem Spirit"} {:description "You can change your 3rd, 6th, and 14th level aspect choices at the end of a long rest, choosing whichever aspect will help you best in the challenges before you.\n", :level 3, :name "Totem Flexibility"} {:description "At 6th level, you gain a m agical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. \n• Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.\n• Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at som ething no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. In addition, you gain double your proficiency bonus on Wisdom (Perception) checks.\n• Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).\n• Raptor. While actively hunting, you can use an action to spend up to half your maximum number of Hit Dice to regain lost hit points. Any allies within 30 feet can do this also. Once you use this feature, you can’t use it again until you finish a long rest.", :level 6, :name "Aspect of the Beast"} {:description "At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. ", :level 10, :name "Spirit Walker"} {:description "At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.\n• Bear, W hile you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.\n• Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\n• Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\n• Raptor. While raging, whenever you reduce a foe’s hit points to 0, you regain hit points equal to your level and can move up to your movement speed towards another foe.", :level 14, :name "Totemic Attunement"}]}, :the-stone-fathers {:class :warlock, :cleric-spells {1 {0 :charm-person, 1 :command}, 2 {0 :hold-person, 1 :suggestion}, 3 {0 :sending, 1 :tongues}, 4 {0 :dominate-beast, 1 :banishment}, 5 {0 :dominate-person, 1 :hold-monster}}, :key :the-stone-fathers, :level-modifiers [], :name "The Stone Fathers", :option-pack "Dawnforged 5e Homebrew", :traits [{:description "You understand the vibrations and pulsations of the earth as clearly as spoken word. Starting at 1st level, you gain tremorsense in a 15-foot radius. At 9th level, the range increases to 30 feet, and again to 60 feet at 18th level.", :name "Attuned to the Core"} {:description "Beginning at 6th level, you can become one with the earth for a short time. For 1 minute, you gain the Earth Glide trait, allowing you to burrow through nonmagical, unworked earth and stone without disturbing the material you move through. Once you use this feature, you can’t use it again until you finish a short or long rest.", :level 6, :name "Stone Warden "} {:description "Those who bind themselves to the Stone Fathers have an immense fortitude. At 10th level, you gain immunity to petrification effects and have advantage on saving throws against any attempt to incapacitate or stun you.", :level 10, :name "Will of Iron"} {:description "At 14th level, the very rock bends to your will. The ground erupts and envelops all creatures within a 30-foot area, instantly grappling them and causing one of two effects.\n• Crush. You may chose to have the stone crush in upon the creature, inflicting 3d12 bludgeoning damage. The creature may attempt to break the grapple by using Athletics or Acrobatics, opposed by your Athletics.´You may substitute your Charisma modifier for the Strength modifier on these checks. If the creature fails to break out, it takes the crushing damage again on your turn and remains grappled.\n• Fortify. Alternatively, you may chose to have the stone protect your allies. After a few moments the grapple is released and the ally is left with skin as hard as stone. Your ally has resistance to nonmagical bludgeoning, piercing, and slashing damage, immunity to poison and petrification effects, and gains an amount of temporary hit points equal to your level plus your Charisma modifier.\nBoth effects last a number of rounds equal to half the warlock’s level. Once you use this feature, you can’t use it again until you finish a long rest.", :level 14, :name "Earth’s Embrace"}], :warlock-spells {1 {0 :thunderwave, 1 :shield}, 2 {0 :shatter, 1 :spike-growth}, 3 {0 :meld-into-stone, 1 :spirit-guardians}, 4 {0 :stoneskin, 1 :stone-shape}, 5 {0 :wall-of-stone, 1 :animate-objects}}}, :way-of-the-kensai-reforged- {:class :monk, :cleric-spells {1 {0 :charm-person, 1 :command}, 2 {0 :hold-person, 1 :suggestion}, 3 {0 :sending, 1 :tongues}, 4 {0 :dominate-beast, 1 :banishment}, 5 {0 :dominate-person, 1 :hold-monster}}, :key :way-of-the-kensai-reforged-, :level-modifiers [], :name "Way of the Kensai (Reforged)", :option-pack "Dawnforged 5e Homebrew", :traits [{:description "Beginning at 3rd level, the Kensai begins to hear and understand the words of weapons. At the end of a short or long rest, you gain a deep awareness of the spiritual nature of one weapon of your choice. This weapon becomes known to you. You gain proficiency with the known weapon, and it is considered a monk weapon. You may apply either your Strength or Dexterity modifier to your attack and damage rolls with the weapon. Additionally, the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Beginning at 8th level, you can add your Wisdom modifier to all damage rolls made with your known weapon. This awareness lasts until your next short or long rest. ", :level 3, :name "Whisper to the Blade"} {:description "While a weapon is known to you, you are proficient in the creation of that weapon. You can craft such a weapon in either half the usual time or at half the usual cost. Additionally, you can help others better understand the deep language of steel and wood. At the end of a long rest, of which at least one hour is spent in discussion with an ally, you can grant that ally a single weapon proficiency. This proficiency lasts until the ally’s next long rest. If they are already proficient with the weapon, they instead gain an additional +1 bonus to attack and damage rolls with it. This effect stacks with any magical properties the weapon may have. You need not be proficient in the weapon yourself to grant this ability.", :level 3, :name "Language of Steel"} {:description "Beginning at 6th level, you can draw mystical properties out of your known weapon, awakening its latent energies. By spending ki points when you gain deep awareness of a weapon, you can produce the following effects: Stoke the Soul. You can spend 2 ki points to bring the weapon alive with elemental properties. Choose one element: acid, cold, fire, lightning, or thunder. For the duration of your deep awareness, the weapon yields a soft light and adds an additional 1d6 of the appropriate damage type. After this imbuement is completed, you can spend an additional ki point, up to 3 ki, to increase this elemental damage by 1d6 for each ki point spent, lasting for one round. This effect stacks with any magical properties of the weapon. Only one element may be applied at a time. Sharpen the Soul. The weapon more eagerly seeks your foes. You can spend 2 ki points to give the weapon a +1 bonus to attack and damage rolls. You can spend up to 6 ki points this way. This effect stacks with any magical properties of the weapon. Fortify the Soul. The weapon moves more quickly to intercept attacks from your foes. You can spend 2 ki points to grant you a +1 bonus to AC. You can spend up to 6 ki points this way. This effect stacks with any magical properties of the weapon. While each effect must be paid for separately, the effects do stack, and last until your next short or long rest. For example, a Flaming (2), Sharpened +2 (4), Fortified +3 (6) attunement would cost 12 ki points.", :level 6, :name "Speak to the Soul"} {:description "Beginning at 11th level, you can reproduce the soul of your weapon on the material plane. Once per short rest, you can summon a Spiritual Weapon, as per the spell, as a bonus action. However, the Spiritual Weapon is an exact, if spiritual, version of your known weapon at the time, including any Speak to the Soul abilities you have imbued into it. You can make one attack with it as a bonus action on each of your turns, and it uses your Wisdom for attack and damage bonuses. Additionally, you have advantage on saving throws to resist the effects of sentient or cursed weapons.", :level 11, :name "Two Speaking as One"} {:description "Beginning at 17th level, your Spiritual Weapon no longer requires a bonus action for you to activate. When you take the attack action, the spiritual weapon can also make one attack. Additionally, when you use your Flurry of Blows, the extra unarmed attacks can be replaced with known weapon attacks instead.", :level 17, :name "Unleash the Roar"}]}}, :orcpub.dnd.e5/subraces {:izina {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str 0}, :key :izina, :name "Izina", :option-pack "Dawnforged 5e Homebrew", :props {:skill-prof {:intimidation false}}, :race :gahuza, :traits [{:description " You have advantage when making a Strength (Acrobatics) check to resist an attempt to grapple or restrain you.", :name "Agile"} {:description "You can draw or pull out two items during a turn instead of just one. You are still only able to use one item per turn, as normal.", :name "Prehensile Tail"} {:description "You gain a climb speed of 20 feet.", :name "Nimble Climbers"}]}, :kwita {:abilities {:orcpub.dnd.e5.character/str 2}, :key :kwita, :name "Kwita", :option-pack "Dawnforged 5e Homebrew", :props {:skill-prof {:intimidation true}}, :race :gahuza, :traits [{:description "You can use an action to slam the ground with your powerful fists. All creatures within a 10-foot radius must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, a creature takes 2d6 thunder damage and is knocked prone. A successful save halves the damage and ignores the prone effect. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your thunderclap, you can’t use it again until you complete a short or long rest.", :name "Thunderclap"} {:description "You gain proficiency in the Intimidation skill", :name "Ferocious Roar"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"}]}}}, "Plane Shift - Kaladesh - (NineArtsDragon#3773)" {:orcpub.dnd.e5/feats {:quicksmithing {:ability-increases #{}, :description "When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spell that has the ritual tag. These spells can come from any class list, but Intelligence is your spellcasting ability for them.\nIf you come across a schematic geared toward quicksmithing or study with another quicksmith, you might be able to add another spell to the effects you have mastered. The spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether you use as you experiment with the spell effect to master it. In addition, you have proficiency with artisan’s tools (quicksmith’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless you spend 1 hour repairing it to keep it functioning. You can use your action to dismantle the device, at which point you can reclaim the materials used to create it. You can have up to three such devices active at a time.\nWhen you create a device, choose one of the following options:\nClockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.\nFire Starter. This device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.\nMusic Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.", :key :quicksmithing, :name "Quicksmithing", :option-pack "Plane Shift Kaladesh", :prereqs #{:orcpub.dnd.e5.character/int}}, :servo-crafting {:ability-increases #{}, :description "You are skilled in the creation of servos—tiny constructs that function as personal assistants. You can cast the find familiar spell as a ritual, creating a servo to serve as your familiar instead of an animal. A servo’s statistics appear in the “Artifact Creatures” section of this document. In every other way, a servo familiar functions as described in the find familiar spell. \nYou can communicate telepathically with your servo familiar and perceive through its senses as long as you are on the same plane of existence. You can speak through your servo in your own voice. \nAdditionally, when you take the Attack action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own", :key :servo-crafting, :name "Servo Crafting", :option-pack "Plane Shift Kaladesh", :prereqs #{:orcpub.dnd.e5.character/int}}}, :orcpub.dnd.e5/languages {:vedalken {:description "The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it.", :key :vedalken, :name "Vedalken", :option-pack "Plane Shift Kaladesh"}}, :orcpub.dnd.e5/monsters {:gremlin {:description "Gremlins are tenacious scavengers with an insatiable appetite for aether. They are drawn to places with abundant supplies of aether, including laboratories and workshops, where they can destroy months of careful work in a matter of hours. A small infestation of gremlins can easily end an inventor’s career—and in sufficient numbers, these creatures could obliterate the aether infrastructure of a city like Ghirapur. Although the Consulate has extensive programs to prevent and control gremlin infestations, it often seems as though the city of wonders is just one gremlin away from a large-scale blackout and complete shutdown. \nGremlins are small, hairless creatures with six legs and long snouts. Each leg is tipped with hard, dense claws that are perfect for slicing and shredding through rock and wood in natural environments—as well as metal and machinery in more urban areas. Gremlins can also use their claws to climb, to widen holes and tunnels, and to pull themselves through cramped spaces.\n", :key :gremlin, :int 3, :speed "40 ft.", :name "Gremlin", :alignment "unaligned", :cha 6, :hit-points {:die 8, :die-count 5, :modifier 5}, :type :beast, :size :small, :option-pack "Plane Shift Kaladesh", :armor-class 11, :str 12, :saving-throws {:con nil, :str nil}, :challenge 0.5, :con 13, :dex 13, :wis 13, :traits [{:description "darkvision 60 ft., passive Perception 11", :name "Senses"} {:description "The gremlin can pinpoint, by scent, the location of refined or unrefined aether within 30 feet of it.", :name "Aether Scent"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5\n(1d8 + 1) slashing damage.", :name "Claws", :type :action} {:description "The gremlin drains aether from an aether-powered device it can see within 5 feet of it. If the object isn’t being worn or carried, the touch automatically drains aether. If the object is being worn or carried by a creature, the creature must succeed on a DC 11 Dexterity saving throw to keep it out of the gremlin’s reach. \nIf the aether-powered device grants any bonus (to attack rolls, damage rolls, Armor Class, and so on), that bonus is reduced by 1. If the device has charges, it loses 1 charge. Otherwise, it stops functioning for 1 round. Left unhindered, a gremlin can completely destroy an aether-powered device.", :name "Siphon", :type :action}]}, :servo {:description "Servos are tiny constructs that function as personal assistants. They are often seen perched on the shoulders of their inventors, acting as a fashion statement as well as a useful extra hand. Servos are small enough to be grasped in one hand, with tiny gears providing impressive\nmotive force from a small aether supply. They rarely stray far from their inventor-masters, but they can be sent to carry messages or perform similar tasks. A servo can serve as a familiar to a character with the Servo Crafting feat (see “Inventing Options”), using\nthe statistics below.", :key :servo, :int 3, :speed "20 ft.", :name "Servo", :alignment "unaligned", :cha 7, :hit-points {:die 4, :die-count 3, :modifier 3}, :type :construct, :size :tiny, :option-pack "Plane Shift Kaladesh", :armor-class 11, :str 4, :con 12, :dex 11, :wis 10, :props {:condition-immunity {:charmed true, :poisoned true}, :damage-immunity {:poison true}}, :traits [{:description "Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.", :name "Claw", :type :action}]}, :sky-leviathan {:description "The aethersphere is home to its own ecosystem. Tiny organisms float in the aether currents, deriving all their energy from it and serving as food for larger creatures. Leviathans (similar in form to enormous eels) and flying whales filter these organisms out of the air as they swim through the aethersphere. The whales, as a rule, are not hostile by nature, though they can cause devastating sparks or destructive storms as they move through the aether flows. But leviathans are perpetually hungry, and feed on drakes and airships just as readily as they do on smaller creatures. Along with dragons, leviathans are the primary reason that aether-mining airships carry enormous harpoons.", :key :sky-leviathan, :int 1, :speed "fly 50 ft. (hover)", :name "Sky Leviathan", :alignment "unaligned", :cha 4, :hit-points {:die 20, :die-count 15, :modifier 90}, :type :beast, :size :gargantuan, :option-pack "Plane Shift Kaladesh", :armor-class 14, :str 28, :saving-throws {:con 10, :wis 3}, :challenge 10, :con 22, :dex 7, :wis 1, :traits [{:description "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the leviathan. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan’s turns.\nIf the leviathan takes 30 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.", :name "Bite", :type :action}]}}, :orcpub.dnd.e5/races {:aetherborn {:key :aetherborn, :speed 30, :name "Aetherborn", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Plane Shift Kaladesh", :languages #{"Common"}, :props {:damage-resistance {:necrotic true}, :skill-prof {:intimidation true}}, :traits [{:description "Two abilities other than Charisma increase by 1.", :name "Ability Score Increase"} {:description "You can speak, read, and write two other languages of your choice.", :name "Languages"} {:name ""}]}, :dwarf-kaladesh- {:key :dwarf-kaladesh-, :speed 25, :name "Dwarf (Kaladesh)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Plane Shift Kaladesh", :languages #{"Common" "Dwarvish"}, :props {:damage-resistance {:poison true}}, :traits [{:description "You have advantage on saving throws against poison.", :name "Dwarven Resiliance"} {:description " You gain proficiency with two kinds of artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.", :name "Artisan's Expertise"}]}, :vedalken {:abilities {:orcpub.dnd.e5.character/int 2, :orcpub.dnd.e5.character/wis 1}, :key :vedalken, :languages #{"Common" "Vedalken"}, :name "Vedalken", :option-pack "Plane Shift Kaladesh", :size :medium, :speed 30, :traits [{:description "You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", :name "Veldalken Cunning"} {:description "Whenever you make an Intelligence (History) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.", :name "Aether Lore"}]}}, :orcpub.dnd.e5/subclasses {:pyromancer {:class :sorcerer, :key :pyromancer, :level-modifiers [{:level 6, :type :damage-resistance, :value :fire} {:level 18, :type :damage-immunity, :value :fire}], :name "Pyromancer", :option-pack "Plane Shift Kaladesh", :traits [{:description "Whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level\n(minimum of 1).", :name "Heart of Fire"} {:description "Your spells ignore resistance to fire damage.", :level 6, :name "Fire in the Veins"} {:description "When you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage. ", :level 14, :name "Pyromancer's Fury"} {:description "Any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.", :level 18, :name "Fiery Soul"}]}}}, "5th Edition SRD" {:orcpub.dnd.e5/spells {:detect-magic {:description "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.\n\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. ", :key :detect-magic, :school "divination", :name "Detect Magic", :duration " Concentration, up to 10 minutes ", :level 1, :option-pack "5th Edition SRD", :components {:verbal true, :somatic true, :material-component ""}, :ritual true, :casting-time "1 action ", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}}}, "Default Option Source" {:orcpub.dnd.e5/spells {:detect-magic {:description "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.\n\nThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt", :key :detect-magic, :school "divination", :name "Detect Magic", :duration "Up to 10 minutes, Concentration", :level 0, :option-pack "Default Option Source", :components {:verbal true, :somatic true}, :casting-time "1 Action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}}, :orcpub.dnd.e5/subclasses {:chronomancer- {:class :wizard, :traits [{:name "Time spells ", :description "Yo"}], :level-modifiers [{:type :num-attacks, :level 5, :value 2} {:type :num-attacks, :level 10, :value 3} {:type :num-attacks, :level 15, :value 4}], :option-pack "Default Option Source", :name "Chronomancer ", :profs {:skill-options {:options {:history true, :arcana true}}}, :level-selections [], :key :chronomancer-}}}, "Sword Coast Adventurer's Guide" {:orcpub.dnd.e5/backgrounds {:far-traveller {:equipment {:clothes-traveler-s 1, :pouch 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :key :far-traveller, :name "Far Traveller", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:insight true, :perception true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "All Eyes on You", :summary "Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. ", :description "Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.\n\nYou can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people."} {:name "Equipment", :description "You possess any one musical instrument or gaming set you are proficient with. If you choose a musical instrument, select it from the instrument section on the equipment page. If you choose a gaming set enter it manually.\n\nYou also possess poorly wrought maps from your homeland that depict where you are in Faerûn, and a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship. Enter these manually as custom items."}], :treasure {:gp 5}}, :waterdhavian-noble {:equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :key :waterdhavian-noble, :name "Waterdhavian Noble", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :persuasion true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "Kept in Style", :summary "While you are in Waterdeep or elsewhere in the North your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. \n\nChoose a Musical Instrument OR a Gaming Set proficiency.", :description "While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.\n\nThis advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward."} {:description "You possess a scroll of pedigree, a skin of fine zzar or wine. Enter these manually as custom items.", :name "Equipment"}], :treasure {:gp 20}}, :investigator {:equipment {:manacles 1, :pouch 1}, :key :investigator, :name "Investigator", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:insight true, :investigation true}}, :traits [{:name "Watcher's Eye", :summary "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. ", :description "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter."} {:description "You possess a uniform in the style of your unit and indicative of your rank and a horn with which to summon help. Enter these to your inventory manually as custom items.", :name "Equipment"}], :treasure {:gp 10}}, :mercenary-veteran {:key :mercenary-veteran, :name "Mercenary Veteran", :option-pack "Sword Coast Adventurer's Guide", :profs {:skill {:athletics true, :persuasion true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :traits [{:name "Mercenary Life", :summary "You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook). ", :description "You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook)."} {:description "You possess a uniform of your company (traveler's clothes in quality), an insignia of your rank, and a gaming set of your choice. Enter these manually as custom items.", :name "Equipment"}], :treasure {:gp 10}, :equipment {:pouch 1}}, :clan-crafter {:equipment {:clothes-traveler-s 1, :pouch 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :clan-crafter, :name "Clan Crafter", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :insight true}, :tool-options {:artisans-tool 1}}, :traits [{:name "Respect of the Stout Folk", :summary "As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance. ", :description "As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance."} {:description "You know Dwarvish or one other language of your choice if you already speak Dwarvish.", :name "Languages"} {:name "Equipment", :description "You have a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from. You also have a gem worth 10 gp. Enter these manually as custom items."}], :treasure {:gp 5}}, :knight-of-the-order {:equipment {:clothes-traveler-s 1, :pouch 1}, :key :knight-of-the-order, :name "Knight of the Order", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "Knightly Regard", :summary "You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community- whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.\n\nAlso, pick one proficiency from Arcana, History, Nature, and Religion, as appropriate for your order.", :description "Your receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community — whether a lone settlement or a great nation — that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals.\n\nThis help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly."} {:name "Skill Proficiencies", :description "Choose one from among Arcana, History, Nature, and Religion, as appropriate for your order. Enter this manually."} {:name "Equipment", :description "You possess a signet, banner, or seal representing your place or rank in the order. Enter this manually as a custom item."}], :treasure {:gp 10}}, :urban-bounty-hunter {:key :urban-bounty-hunter, :name "Urban Bounty Hunter", :option-pack "Sword Coast Adventurer's Guide", :profs {:tool {}, :tool-options {}}, :traits [{:name "Ear to the Ground", :summary "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. \n\nAlso, pick any two proficiencies from Deception, Insight, Persuasion, and Stealth", :description "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area."} {:name "Equipment", :description "You possess a set of clothes appropriate to your duties. Enter this manually."} {:name "Skill Proficiencies", :description "Choose two from among Deception, Insight, Persuasion, and Stealth. Enter these manually."} {:name "Tool Proficiencies", :description "Choose two from among one type of gaming set, one musical instrument, and thieves' tools. Enter these manually."}], :treasure {:gp 20}, :equipment {:pouch 1}}, :cloistered-scholar {:equipment {:ink 1, :ink-pen 1, :knife-small 1, :parchment 1, :pouch 1, :robes 1, :book 1}, :key :cloistered-scholar, :name "Cloistered Scholar", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:history true}}, :traits [{:name "Library Access", :summary "Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.", :description "Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.\n\nYou have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.\n\nAdditionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar."} {:name "Skill Proficiencies", :description "Choose one proficiency from among Arcana, Nature, and Religion. Enter this manually."}], :treasure {:gp 10}}, :city-watch {:equipment {:manacles 1, :pouch 1}, :key :city-watch, :name "City Watch", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:athletics true, :insight true}}, :traits [{:name "Watcher's Eye", :summary "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. ", :description "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter."} {:name "Equipment", :description "You possess a uniform in the style of your unit and indicative of your rank and a horn with which to summon help. Enter these to your inventory manually as custom items."}], :treasure {:gp 10}}, :courtier {:equipment {:clothes-fine 1, :pouch 1}, :key :courtier, :name "Courtier", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:insight true, :persuasion true}}, :traits [{:name "Court Functionary", :summary "Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. ", :description "Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are."}], :treasure {:gp 5}}, :uthgardt-tribe-member {:equipment {:clothes-traveler-s 1, :hunting-trap 1, :pouch 1}, :key :uthgardt-tribe-member, :name "Uthgardt Tribe Member", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:athletics true, :survival true}, :tool-options {:artisans-tool 1, :musical-instrument 1}}, :traits [{:name "Uthgardt Heritage", :summary "You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.\n\nChoose a Musical Instrument OR Artisans Tools.", :description "You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.\n\nAdditionally, you can call upon the hospitality of your people, and those allied with your tribe, often including members of the druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle."} {:description "You possess a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem. Enter this manually as a custom item.", :name "Equipment"}], :treasure {:gp 10}}, :faction-agent {:equipment {:clothes-common 1, :pouch 1}, :key :faction-agent, :name "Faction Agent", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:insight true}}, :traits [{:name "Safe Haven", :summary "As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. \n\nAlso, Choose 1 proficiency in an Intelligence, Wisdom, or Charisma skill, as appropriate to your faction.", :description "As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities."} {:name "Skill Proficiency", :description "You are proficient in one of the following, as appropriate to your faction: Arcana, Animal Handling, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, or Survival. Enter this manually."} {:name "Equipment", :description "You possess a badge or emblem of your faction, and a copy of a seminal faction text (or code-book for a covert faction). Enter these manually as a custom item."}], :treasure {:gp 15}}, :inheritor {:equipment {:clothes-traveler-s 1, :pouch 1}, :key :inheritor, :name "Inheritor", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:survival true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "Inheritance", :summary "Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.", :description "Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.\n\nThe Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.\n\nWhen you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you."} {:name "Skill Proficiencies", :description "Choose one from among Arcana, History, and Religion. Enter this manually."} {:name "Equipment", :description "You possess your inheritance and the gaming set or musical instrument you chose for your proficiency. Enter these manually as custom items."}], :treasure {:gp 15}}}, :orcpub.dnd.e5/spells {:booming-blade {:description "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.", :key :booming-blade, :school "evocation", :name "Booming Blade", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:material true, :material-component "a weapon", :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :green-flame-blade {:description "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.", :key :green-flame-blade, :school "evocation", :name "Green-Flame Blade", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:material true, :material-component "a weapon", :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :lightning-lure {:description "You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :lightning-lure, :school "evocation", :name "Lightning Lure", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "15 feet"}, :sword-burst {:description "You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :sword-burst, :school "conjuration", :name "Sword Burst", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}}, :orcpub.dnd.e5/subclasses {:arcana-domain {:class :cleric, :cleric-spells {1 {0 :detect-magic, 1 :magic-missile}, 2 {0 :magic-weapon, 1 :nystuls-magic-aura}, 3 {0 :dispel-magic, 1 :magic-circle}, 4 {0 :arcane-eye, 1 :leomunds-secret-chest}, 5 {0 :planar-binding, 1 :teleportation-circle}}, :key :arcana-domain, :level-modifiers [{:type :skill-prof, :value :arcana}], :name "Arcana Domain", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.", :name "Arcane Initiate"} {:description "Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\n\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use use the Dash action or try to escape from an effect that prevents it form moving. If there's nowhere to move, then the creature can use the Dodge action.\n\nAfter you reach 5th level, when a creature fails its saving throw against you Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.\n\nCleric level - Banishes Creatures of CR\n5th - 1/2 or lower\n8th - 1 or lower\n11th - 2 or lower\n14th - 3 or lower\n17th - 4 or lower", :level 2, :name "Channel Divinity: Arcane Abjuration"} {:description "Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.", :level 6, :name "Spell Breaker"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.", :level 17, :name "Arcane Mastery"}], :level-selections [{:type :wizard-cantrips, :num 2} {:type :arcane-mastery-6th-level-, :level 17} {:type :arcane-mastery-7th-level-, :level 17} {:type :arcane-mastery-8th-level-, :level 17} {:type :arcane-mastery-9th-level-, :level 17}]}, :storm-sorcery {:class :sorcerer, :traits [{:name "Wind Speaker", :description "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran."} {:name "Tempestuous Magic", :description "Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks."} {:level 6, :name "Heart of the Storm", :description "At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level."} {:level 6, :name "Storm Guide", :description "At 6th level, you gain the ability to subtly control the weather around you.\n\nIf it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.\n\nIf it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind."} {:level 14, :name "Storm’s Fury", :description "Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you."} {:level 18, :name "Wind Soul", :description "At 18th level, you gain immunity to lightning and thunder damage.\n\nYou also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest."}], :level-modifiers [{:type :damage-resistance, :level 6, :value :thunder} {:type :damage-resistance, :level 6, :value :lightning} {:type :damage-immunity, :level 18, :value :thunder} {:type :damage-immunity, :level 18, :value :lightning} {:type :flying-speed, :level 18, :value 60}], :option-pack "Sword Coast Adventurer's Guide", :name "Storm Sorcery", :key :storm-sorcery, :disabled? true}, :way-of-the-sun-soul {:class :monk, :key :way-of-the-sun-soul, :level-modifiers [{:level 6, :type :spell, :value {:ability :wis, :key :burning-hands, :level 1}}], :name "Way of the Sun Soul", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a ranged spell attack you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals a amount of radiant damage equal to your Martial Arts die, as shown on the Monk table.\nWhen you use the attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.", :level 3, :name "Radiant Sun Bolt"} {:description "At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st level spell burning hands as a bonus action.\nYou can spend additional ki points to cast burning hands at a higher level. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).", :level 6, :name "Searing Arc Strike"} {:description "At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can create an orb of light and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20 foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.\nYou can increase the sphere's power by spending ki points. Each point of ki you spend, up to a maximum of 3, increases the damage by 2d6.", :level 11, :name "Searing Sunburst"} {:description "At 17th level, you become wreathed in a luminous aura. You shed bright light in a 30 foot radius and dim light for an additional 30 feet. You can extinguish or restore this light as a bonus action.\nIf a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage equal to 5 plus your Wisdom modifier to the creature.", :level 17, :name "Sun Shield"}]}, :mastermind {:class :rogue, :key :mastermind, :level-modifiers [{:type :tool-prof, :value :disguise-kit} {:type :tool-prof, :value :forgery-kit}], :name "Mastermind", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice (enter the gaming set manually). You also learn two languages of your choice (enter this manually). Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.", :level 3, :name "Master of Intrigue"} {:description "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.", :level 3, :name "Master of Tactics"} {:description "Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\n-Intelligence score\n-Wisdom score\n-Charisma score\n-Class levels (if any)\nAt the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.", :level 9, :name "Insightful Manipulator "} {:description "Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.", :level 13, :name "Misdirection"} {:description "Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic.", :level 17, :name "Soul of Deceit"}], :disabled? true}, :bladesinging {:class :wizard, :key :bladesinging, :level-modifiers [{:level 2, :type :armor-prof, :value :light} {:level 2, :type :skill-prof, :value :performance} {:type :num-attacks, :level 6, :value 2}], :name "Bladesinging", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice (enter the weapon proficiency manually). You also gain proficiency in the Performance skill if you don't already have it.", :level 2, :name "Training in War and Song"} {:description "Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.\n\nYou can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose (no action required).\n\nWhile your Bladesong is active, you gain the following benefits:\n\n- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).\n- Your walking speed increases by 10 feet.\n- You have advantage on Dexterity (Acrobatics) checks.\n- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).\n\nYou can use this feature twice. You regain all expended uses of it when you finish a short or long rest.", :level 2, :name "Bladesong"} {:description "Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", :level 6, :name "Extra Attack"} {:description "Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.", :level 10, :name "Song of Defense"} {:description "Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.", :level 14, :name "Song of Victory"}]}, :way-of-the-long-death {:class :monk, :key :way-of-the-long-death, :level-modifiers [], :name "Way of the Long Death", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + you monk level (minimum 1).", :level 3, :name "Touch of Death"} {:description "At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. As an action, each creature within 30 feet of you that can see you must make a Wisdom saving throw or be frightened of you until the end of your next turn.", :level 6, :name "Hour of Reaping"} {:description "Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.", :level 11, :name "Mastery of Death"} {:description "Starting at 17th level, your touch can channel the touch of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend up to 10 ki points. The target must make a Constitution saving throw or take 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.", :level 17, :name "Touch of the Long Death"}]}, :the-undying {:class :warlock, :key :the-undying, :level-modifiers [{:type :spell, :value {:key :spare-the-dying, :ability :orcpub.dnd.e5.character/cha}}], :name "The Undying", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.\n\nAdditionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.", :name "Among the Dead"} {:description "Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.\n\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 6, :name "Defy Death"} {:description "Beginning at 10 level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.\n\nIn addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.", :level 10, :name "Undying Nature"} {:description "When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.\n\nOnce you use this feature, you can’t use it again until you finish a short or long rest.", :level 14, :name "Indestructible Life"}], :warlock-spells {1 {0 :false-life, 1 :ray-of-sickness}, 2 {0 :blindness-deafness, 1 :silence}, 3 {0 :feign-death, 1 :speak-with-dead}, 4 {0 :aura-of-life, 1 :death-ward}, 5 {0 :contagion, 1 :legend-lore}}}, :path-of-the-battlerager {:class :barbarian, :key :path-of-the-battlerager, :level-modifiers [], :name "Path of the Battlerager", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon (see below).\nWhile wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage, plus your Strength modifier.\nAdditionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.\n\nSpiked armor is a rare variety of medium armor, created only by battleragers. It consists of a leather coat and leggings covered in metal spikes.\nAC: 14 + Dexterity modifier (Max 2)\nStealth: Disadvantage\nWeight: 45 lbs\nCost: 75 GP", :level 3, :name "Battlerager Armor"} {:description "Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (min. 1). They vanish when your rage ends.", :level 6, :name "Reckless Abandon"} {:description "Beginning at 10th level, you can take the Dash action as a bonus action while raging.", :level 10, :name "Battlerager Charge"} {:description "Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.", :level 14, :name "Spiked Retribution"}]}, :swashbuckler {:class :rogue, :key :swashbuckler, :level-modifiers [], :name "Swashbuckler", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.", :level 3, :name "Fancy Footwork"} {:description "Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you and you don't have disadvantage. All the other rules for the Sneak Attack class feature still apply to you.", :level 3, :name "Rakish Audacity"} {:description "At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.\n\n- If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.\n- If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.", :level 9, :name "Panache"} {:description "Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.", :level 13, :name "Elegant Maneuver"} {:description "Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.", :level 17, :name "Master Duelist"}], :disabled? true}, :banneret {:class :fighter, :key :banneret, :level-modifiers [{:type :skill-prof, :value :persuasion, :level 7}], :name "Banneret", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hits points equal to your fighter level, provided they can see or hear you.", :level 3, :name "Rallying Cry"} {:description "At 7th level, you gain proficiency in the Persuasion skill, and can add double your proficiency bonus to any ability check that uses Persuasion. If you already are proficient in Persuasion, you may instead become proficient in any of the following skills: Animal Handling, Insight, Intimidation, or Performance.", :level 7, :name "Royal Envoy"} {:description "Starting at 10th level, whenever you use your Action Surge feature, you can choose one creature within 60 feet that is allied to you. That creature can use its reaction to make one melee or ranged weapon attack, provided it can see or hear you.\n\nAt 17th level, you can choose two allies within 60 feet, instead of one.", :level 10, :name "Inspiring Surge"} {:description "Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, Wisdom, or Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll it saving throw and must use the new roll.", :level 15, :name "Bulwark"}], :profs {:skill-expertise-options {:options {:persuasion true}}}}, :oath-of-the-crown {:class :paladin, :key :oath-of-the-crown, :level-modifiers [{:level 15, :type :saving-throw-advantage, :value :paralyzed} {:level 15, :type :saving-throw-advantage, :value :stunned}], :name "Oath of the Crown", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.", :name "Channel Divinity: Champion Challenge"} {:description "As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.", :name "Channel Divinity: Turn the Tide"} {:description "Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.", :level 7, :name "Divine Allegiance"} {:description "Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.", :level 15, :name "Unyielding Spirit"} {:description "At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:\n\n- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n- Your allies have advantage on death saving throws while within 30 feet of you.\n- You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.\n\nThis effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.", :level 20, :name "Exalted Champion"}], :paladin-spells {1 {0 :command, 1 :compelled-duel}, 2 {0 :warding-bond, 1 :zone-of-truth}, 3 {0 :aura-of-vitality, 1 :spirit-guardians}, 4 {0 :banishment, 1 :guardian-of-faith}, 5 {0 :circle-of-power, 1 :geas}}}}, :orcpub.dnd.e5/selections {:wizard-cantrips {:options [{:name "Acid Splash", :description "You know this Cantrip"} {:name "Chill Touch", :description "You know this Cantrip"} {:name "Dancing Lights", :description "You know this Cantrip"} {:name "Light", :description "You know this Cantrip"} {:name "Mage Hand", :description "You know this Cantrip"} {:name "Mending", :description "You know this Cantrip"} {:name "Message", :description "You know this Cantrip"} {:name "Minor Illusion", :description "You know this Cantrip"} {:name "Prestidigitation", :description "You know this Cantrip"} {:name "Ray of Frost", :description "You know this Cantrip"} {:name "Shocking Grasp", :description "You know this Cantrip"} {:name "True Strike", :description "You know this Cantrip"}], :name "Wizard Cantrips", :option-pack "Sword Coast Adventurers Guide (arandomstringofnum#2919)", :key :wizard-cantrips}, :arcane-mastery-6th-level- {:options [{:name "Arcane Gate", :description "You know the Arcane Gate spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Chain Lightning", :description "You know the Chain Lightning spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Circle of Death", :description "You know the Circle of Death spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:description "You know the Contingency spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.", :name "Contingency"} {:description "You know the Create Homunculus spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.", :name "Create Homunculus (XGtE)"} {:description "You know the Create Undead spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.", :name "Create Undead"} {:description "You know the Disintegrate spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.", :name "Disintegrate"} {:description "You know the Drawmij's Instant Summons spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.", :name "Drawmij's Instant Summons"} {:description "You know the Eyebite spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.", :name "Eyebite"} {:description "You know the Flesh to Stone spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.", :name "Flesh to Stone"} {:description "You know the Globe of Invulnerability spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.", :name "Globe of Invulnerability"} {:description "You know the Guards and Wards spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.", :name "Guards and Wards"} {:description "You know the Investiture of Flame spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.", :name "Investiture of Flame (XGtE)"} {:description "You know the Investiture of Ice spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.", :name "Investiture of Ice (XGtE)"} {:description "You know the Investiture of Stone spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.", :name "Investiture of Stone (XGtE)"} {:name "Investiture of Wind (XGtE)", :description "You know the Investiture of Wind spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Magic Jar", :description "You know the Magic Jar spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Mass Suggestion", :description "You know the Mass Suggestion spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Mental Prison (XGtE)", :description "You know the Mental Prison spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Move Earth", :description "You know the Move Earth spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Otiluke's Freezing Sphere", :description "You know the Otiluke's Freezing Sphere spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Otto's Irresistible Dance", :description "You know the Otto's Irresistible Dance spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Programmed Illusion", :description "You know the Programmed Illusion spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Scatter (XGtE)", :description "You know the Scatter spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Soul Cage (XGtE)", :description "You know the Soul Cage spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Sunbeam", :description "You know the Sunbeam spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Tenser's Transformation (XGtE)", :description "You know the Tenser's Transformation spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "True Seeing", :description "You know the True Seeing spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Wall of Ice", :description "You know the Wall of Ice spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}], :option-pack "Sword Coast Adventurer's Guide", :name "Arcane Mastery (6th level)", :key :arcane-mastery-6th-level-}, :arcane-mastery-7th-level- {:options [{:name "Conjure Hezrou (UA - TOBM)", :description "You know the Conjure Hezrou spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Crown of Stars (XGtE)", :description "You know the Crown of Stars spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Delayed Blast Fireball", :description "You know the Delayed Blast Fireball spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Etherealness", :description "You know the Etherealness spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Finger of Death", :description "You know the Finger of Death spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Forcecage", :description "You know the Forcecage spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Mirage Arcane", :description "You know the Mirage Arcane spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Mordenkainen's Magnificent Mansion", :description "You know the Mordenkainen's Magnificent Mansion spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Mordenkainen's Sword", :description "You know the Mordenkainen's Sword spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Plane Shift", :description "You know the Plane Shift spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Power Word Pain (XGtE)", :description "You know the Power Word Pain spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Prismatic Spray", :description "You know the Prismatic Spray spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Project Image", :description "You know the Project Image spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Reverse Gravity", :description "You know the Reverse Gravity spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Sequester", :description "You know the Sequester spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Simulacrum", :description "You know the Simulacrum spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Symbol", :description "You know the Symbol spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Teleport", :description "You know the Teleport spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Whirlwind (XGtE)", :description "You know the Whirlwind spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}], :name "Arcane Mastery (7th level)", :option-pack "Sword Coast Adventurer's Guide", :key :arcane-mastery-7th-level-}, :arcane-mastery-8th-level- {:options [{:name "Abi-Dalzim's Horrid Wilting (XGtE)", :description "You know the Abi-Dalzim's Horrid Wilting spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Antimagic Field", :description "You know the Antimagic Field spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Antithapy/Sympathy", :description "You know the Antithapy/Sympathy spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Clone", :description "You know the Clone spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Control Weather", :description "You know the Control Weather spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Demiplane", :description "You know the Demiplane spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Dominate Monster", :description "You know the Dominate Monster spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Feeblemind", :description "You know the Feeblemind spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Illusory Dragon (XGtE)", :description "You know the Illusory Dragon spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Incendiary Cloud", :description "You know the Incendiary Cloud spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Maddening Darkness (XGtE)", :description "You know the Maddening Darkness spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Maze", :description "You know the Maze spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Mighty Fortress (XGtE)", :description "You know the Mighty Fortress spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Mind Blank", :description "You know the Mind Blank spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Power Word Stun", :description "You know the Power Word Stun spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Sunburst", :description "You know the Sunburst spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Telepathy", :description "You know the Telepathy spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}], :name "Arcane Mastery (8th level)", :option-pack "Sword Coast Adventurer's Guide", :key :arcane-mastery-8th-level-}, :arcane-mastery-9th-level- {:options [{:name "Astral Projection", :description "You know the Astral Projection spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Foresight", :description "You know the Foresight spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Gate", :description "You know the Gate spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Imprisonment", :description "You know the Imprisonment spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Invulnerability (XGtE)", :description "You know the Invulnerability spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Mass Polymorph (XGtE)", :description "You know the Mass Polymorph spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Meteor Swarm", :description "You know the Meteor Swarm spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Power Word Kill", :description "You know the Power Word Kill spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Prismatic Wall", :description "You know the Prismatic Wall spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Psychic Scream (XGtE)", :description "You know the Psychic Scream spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Shapechange", :description "You know the Shapechange spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Time Stop", :description "You know the Time Stop spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "True Polymorph", :description "You know the True Polymorph spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Weird", :description "You know the Weird spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."} {:name "Wish", :description "You know the Wish spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}], :name "Arcane Mastery (9th level)", :option-pack "Sword Coast Adventurer's Guide", :key :arcane-mastery-9th-level-}}, :orcpub.dnd.e5/subraces {:ghostwise {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :ghostwise, :name "Ghostwise", :option-pack "Sword Coast Adventurer's Guide", :race :halfling, :traits [{:description "You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.", :name "Silent Speech"}]}, :aquatic-elf-descent {:key :aquatic-elf-descent, :name "Aquatic Elf Descent", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :traits [{:description "You forgo the half-elf feature 'Skill Versatility' and instead gain a swimming speed of 30 feet.", :name "Swim Speed"}]}, :wood-elf-descent-elf-weapon-training {:key :wood-elf-descent-elf-weapon-training, :name "Wood Elf Descent: Elf Weapon Training", :option-pack "Sword Coast Adventurer's Guide", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :half-elf, :traits [{:description "You forgo the half-elf feature 'Skill Versatility' and instead gain the Wood elf feature 'Elf Weapon Training'.\n\nYou have proficiency with the longsword, shortsword, shortbow, and longbow.", :name "Elf Weapon Training"}]}, :wood-elf-descent-mask-of-the-wild {:key :wood-elf-descent-mask-of-the-wild, :name "Wood Elf Descent: Mask of the Wild", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :traits [{:description "You forgo the half-elf feature 'Skill Versatility' and instead gain the High elf feature 'Mask of the Wild'.\n\nYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", :name "Mask of the Wild"}]}, :feral {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :feral, :name "Feral", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-winged-variant-, :traits []}, :high-elf-descent-elf-weapon-training {:key :high-elf-descent-elf-weapon-training, :name "High Elf Descent: Elf Weapon Training", :option-pack "Sword Coast Adventurer's Guide", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :half-elf, :traits [{:description "You forgo the half-elf feature 'Skill Versatility' and instead gain the High elf feature 'Elf Weapon Training'.\n\nYou have proficiency with the longsword, shortsword, shortbow, and longbow.", :name "Elf Weapon Training"}]}, :variant-keen-senses {:key :variant-keen-senses, :name "Variant: Keen Senses", :option-pack "Sword Coast Adventurer's Guide", :profs {:skill-options {:options {:perception false}}}, :race :half-elf, :traits [{:description "You forgo the half-elf feature 'Skill Versatility' and instead gain the High elf feature 'Keen Senses'.\n\nYou have proficiency in the Perception skill.", :name "Keen Senses"}], :props {:skill-prof {:perception true}}}, :devils-tongue-feral- {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :devils-tongue-feral-, :name "Devil's Tongue (Feral)", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-non-winged-variant-, :spells [{:value {:ability :cha, :key :vicious-mockery}} {:level 3, :value {:ability :cha, :key :charm-person, :level 1}} {:level 5, :value {:key :enthrall, :level 2}}], :traits [{:description "You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level , you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.", :name "Devil's Tongue"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"}]}, :deep-gnome-svirfneblin- {:abilities {:orcpub.dnd.e5.character/dex 1}, :darkvision 120, :disabled? true, :key :deep-gnome-svirfneblin-, :name "Deep Gnome (Svirfneblin)", :option-pack "Sword Coast Adventurer's Guide", :race :gnome, :traits [{:description "You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.", :name "Stone Camouflage."} {:description "You can speak, read, and write Undercommon.", :name "Extra Language"}]}, :devils-tongue {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :key :devils-tongue, :name "Devil's Tongue", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-non-winged-variant-, :spells [{:value {:ability :cha, :key :vicious-mockery}} {:level 3, :value {:ability :cha, :key :charm-person, :level 1}} {:level 5, :value {:ability :cha, :key :enthrall, :level 2}}], :traits [{:description "You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level , you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.", :name "Devil's Tongue"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"}]}, :hellfire {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :key :hellfire, :name "Hellfire", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-non-winged-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 3, :value {:key :burning-hands, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.", :name "Hellfire"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"}]}, :no-subrace {:race :half-elf, :traits [], :option-pack "Sword Coast Adventurer's Guide", :name "No Subrace", :key :no-subrace}, :drow-descent {:key :drow-descent, :name "Drow Descent", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :spells [{:value {:ability :cha, :key :dancing-lights}} {:level 3, :value {:ability :cha, :key :faerie-fire, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "You forgo the half-elf feature 'Skill Versatility' and instead gain the 'Drow Magic' feature.\n\nYou know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. You regain the ability to cast these spells with this trait when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Drow Magic"}]}, :standard {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :key :standard, :name "Standard", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-winged-variant-, :traits []}, :standard-feral- {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :standard-feral-, :name "Standard (Feral)", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-non-winged-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 3, :value {:ability :cha, :key :hellish-rebuke, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"} {:description "You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.", :name "Infernal Legacy"}]}, :duergar {:key :duergar, :race :dwarf, :name "Duergar", :darkvision 120, :abilities {:orcpub.dnd.e5.character/str 1}, :option-pack "Sword Coast Adventurer's Guide", :disabled? true, :props {:saving-throw-advantage {:charmed true, :paralyzed true}}, :traits [{:description "You can speak, read, and write Undercommon.", :name "Extra Language"} {:description "You have advantage on saving throws against illusions and against being charmed or paralyzed.", :name "Duergar Resilience"} {:description "When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.", :name "Duergar Magic"} {:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :wood-elf-descent-fleet-of-foot {:key :wood-elf-descent-fleet-of-foot, :name "Wood Elf Descent: Fleet of Foot", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :speed 35, :traits [{:description "You forgo the half-elf feature 'Skill Versatility' and instead gain the High elf feature 'Fleet of Foot'.\n\nYour base walking speed increases to 35 feet.", :name "Fleet of Foot"}]}, :high-elf-descent-cantrip {:key :high-elf-descent-cantrip, :name "High Elf Descent: Cantrip", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :spells [], :traits [{:description "You forgo the half-elf feature 'Skill Versatility' and instead gain the High-elf feature 'Cantrip'.\n\nYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.", :name "Cantrip"}]}, :hellfire-feral- {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :hellfire-feral-, :name "Hellfire (Feral)", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-non-winged-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 2, :value {:ability :cha, :key :burning-hands, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. Charisma is your spellcasting ability for this spell.", :name "Hellfire"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"} {:description "You know the thaumaturgy cantrip. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.", :name "Infernal Legacy"}]}}, :orcpub.dnd.e5/races {:tiefling-scag-non-winged-variant- {:key :tiefling-scag-non-winged-variant-, :speed 30, :name "Tiefling (SCAG Non-winged Variant)", :darkvision 60, :size :medium, :option-pack "Sword Coast Adventurer's Guide", :languages #{"Common" "Infernal"}, :props {:damage-resistance {:fire true}}, :traits [{:description "You have resistance to fire damage", :name "Hellish Resistance"}]}, :tiefling-scag-winged-variant- {:key :tiefling-scag-winged-variant-, :speed 30, :name "Tiefling (SCAG Winged Variant)", :darkvision 60, :size :medium, :option-pack "Sword Coast Adventurer's Guide", :languages #{"Common" "Infernal"}, :props {:damage-resistance {:fire true}, :flying-speed 30}, :traits [{:description "You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.", :name "Winged"} {:description "You have resistance to fire damage", :name "Hellish Resistance"}]}}}, "5eHB - Half-Dragon Race - (NineArtsDragon#3773)" {:orcpub.dnd.e5/races {:half-dragon {:key :half-dragon, :speed 30, :name "Half-Dragon", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/str 1}, :size :medium, :option-pack "Half-Dragon Race", :languages #{"Common" "Draconic"}, :props {:skill-prof {:perception true}}, :traits [{:description "When you are reduced to 0 HP but not killed outright, you can choose to be reduced to 1 HP instead. (Once/Long Rest)", :name "Relentless Endurance"}]}}, :orcpub.dnd.e5/subraces {:brass {:key :brass, :name "Brass", :option-pack "Half-Dragon Race", :props {:damage-resistance {:acid false, :fire true, :lightning false, :poison false}}, :race :half-dragon, :traits []}, :copper {:key :copper, :name "Copper", :option-pack "Half-Dragon Race", :props {:damage-resistance {:acid true, :fire false, :lightning false}}, :race :half-dragon, :traits []}, :white {:key :white, :name "White", :option-pack "Half-Dragon Race", :props {:damage-resistance {:acid false, :cold true, :fire false, :lightning false, :poison false}}, :race :half-dragon, :traits []}, :green {:key :green, :name "Green", :option-pack "Half-Dragon Race", :props {:damage-resistance {:acid false, :fire false, :lightning false, :poison true}}, :race :half-dragon, :traits []}, :bronze {:key :bronze, :name "Bronze", :option-pack "Half-Dragon Race", :props {:damage-resistance {:fire false, :lightning true}}, :race :half-dragon, :traits []}, :gold {:key :gold, :name "Gold", :option-pack "Half-Dragon Race", :props {:damage-resistance {:fire true}}, :race :half-dragon, :traits []}, :red {:key :red, :name "Red", :option-pack "Half-Dragon Race", :props {:damage-resistance {:fire true}}, :race :half-dragon, :traits []}, :blue {:key :blue, :name "Blue", :option-pack "Half-Dragon Race", :props {:damage-resistance {:fire false, :lightning true}}, :race :half-dragon, :traits []}, :silver {:key :silver, :name "Silver", :option-pack "Half-Dragon Race", :props {:damage-resistance {:acid false, :cold true, :fire false, :lightning false, :poison false}}, :race :half-dragon, :traits []}, :black {:key :black, :name "Black", :option-pack "Half-Dragon Race", :props {:damage-resistance {:acid true, :fire false, :lightning false}}, :race :half-dragon, :traits []}}}, "Monster Manual" {:orcpub.dnd.e5/monsters {:intellect-devourer {:key :intellect-devourer, :int 12, :speed "40ft.", :name "Intellect Devourer", :alignment "lawful evil", :cha 10, :hit-points {:die-count 6, :die 4, :modifier 6}, :type :aberration, :size :tiny, :option-pack "Monster Manual", :armor-class 12, :skills {:perception 2, :stealth 4}, :str 6, :challenge 2, :con 13, :dex 14, :wis 11, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :condition-immunity {:blinded true}, :language {:telepathy-60-ft- true, :understands-deep-speech-but-cant-speak true}}, :traits [{:name "Detect Sentience", :description "The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell."} {:type :action, :name "Multiattack", :description "The intellect devourer makes one attack with its claws and uses Devour Intellect."} {:type :action, :name "Claws", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage."} {:type :action, :name "Devour Intellect", :description "The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence."} {:type :action, :name "Body Thief", :description "The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages. If the host body drops to 0 hit points, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round."}]}, :thri-kreen- {:key :thri-kreen-, :int 8, :speed "40 ft.", :name "Thri-kreen ", :alignment "chaotic neutral", :cha 7, :hit-points {:die-count 6, :die 8, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 3, :stealth 4, :survival 3}, :str 12, :challenge 1, :con 13, :dex 15, :wis 12, :props {:language {:thri-kreen true}}, :traits [{:name "Chameleon Carapace", :description "The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide."} {:name "Standing Leap", :description "The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. "} {:name "Multiattack", :type :action, :description "The thri-kreen makes two attacks: one with its bite and one with its claws. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. "}]}, :yuan-ti-pureblood {:key :yuan-ti-pureblood, :int 13, :speed "30 ft.", :name "Yuan-ti Pureblood", :alignment "neutral evil", :cha 14, :hit-points {:die-count 9, :die 8}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 11, :skills {:deception 6, :perception 3, :stealth 3}, :str 11, :challenge 1, :con 11, :dex 12, :wis 12, :props {:language {:abyssal true, :common true, :draconic true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Innate Spellcasting", :description "The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day each: poison spray, suggestion "} {:name "Magic Resistance", :description "The yuan·ti has advantage on saving throws against spells and other magical effects. "} {:type :action, :name "Multiattack", :description "The yuan-ti makes two melee attacks. "} {:type :action, :name "Scimitar", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. "} {:type :action, :name "Shortbow", :description "Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage. "}]}, :red-slaad-control-gem-variant- {:key :red-slaad-control-gem-variant-, :int 6, :speed "30 ft.", :name "Red Slaad (Control Gem Variant)", :alignment "chaotic neutral", :cha 7, :hit-points {:die-count 11, :die 10, :modifier 33}, :type :aberration, :size :large, :option-pack "Monster Manual", :armor-class 14, :skills {:perception 1}, :str 16, :challenge 5, :con 16, :dex 12, :wis 6, :props {:language {:slaad true, :telepathy-60-ft- true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name "Control Gem", :description "Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4dl0) psychic damage to the slaad. "} {:name "Magic Resistance", :description "The slaad has advantage on saving throws against spells and other magical effects."} {:name "Regeneration", :description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. "} {:type :action, :name "Multiattack", :description "The slaad makes three attacks: one with its bite and two with its claws. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease- a minuscule slaad egg. A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated. "}]}, :pit-fiend-summoning-variant- {:key :pit-fiend-summoning-variant-, :int 22, :speed "30ft., fly 60ft. ", :name "Pit Fiend (Summoning Variant)", :alignment "lawful evil", :cha 24, :hit-points {:die-count 24, :die 10, :modifier 168}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 19, :str 26, :saving-throws {:dex 8, :con 13, :wis 10}, :challenge 20, :con 24, :dex 14, :wis 18, :props {:language {:infernal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:type :action, :name "Summon Devil (1/Day)", :description "The devil chooses what to summon and attempts a magical summoning. A pit fiend summons 2d4 bearded devils, 1d4 barbed devils, or one erinyes with no chance of failure. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. "} {:name "Fear Aura", :description "Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. "} {:name "Magic Resistance", :description "The pit fiend has advantage on saving throws against spells and other magical effects. "} {:name "Magic Weapons", :description "The pit fiend's weapon attacks are magical."} {:name "Innate Spellcasting", :description "The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: \nAt will: detect magic, fireball \n3/day each: hold monster, wall of fire "} {:type :action, :name "Multiattack", :description "The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 17 (2d8 + 8) slashing damage. "} {:type :action, :name "Mace", :description "Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. "} {:type :action, :name "Tail", :description "Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. "}]}, :ice-mephit-summoning-variant- {:damage-resistances "bludgeoning, fire", :key :ice-mephit-summoning-variant-, :damage-vulnerabilities "bludgeoning, fire", :int 9, :speed "30 ft., fly 30ft.", :name "Ice Mephit (Summoning Variant)", :damage-immunities "cold, poison", :alignment "neutral evil", :cha 12, :hit-points {:die-count 6, :die 6}, :type :elemental, :size :small, :option-pack "Monster Manual", :armor-class 11, :skills {:perception 2, :stealth 3}, :str 7, :challenge 0.5, :con 10, :dex 13, :condition-immunities "poisoned", :wis 11, :languages "aquan, auran", :props {:language {:aquan true, :auran true}, :damage-immunity {:cold true, :poison true}, :damage-vulnerability {:bludgeoning true, :fire true}, :condition-immunity {:poisoned true}}, :traits [{:name "Death Burst", :description "When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one."} {:name "False Appearance", :description "While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice."} {:name "Innate Spellcasting (1/Day)", :description "The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma."} {:name "Summon Mephits (1/Day).", :description "The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :type :action} {:type :action, :name "Claws", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage."} {:type :action, :name "Frost Breath (Recharge 6)", :description "The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one."}]}, :chasme-summoning-variant- {:key :chasme-summoning-variant-, :int 11, :speed "20ft., fly 60 ft.", :name "Chasme (Summoning Variant)", :alignment "chaotic evil", :cha 10, :hit-points {:die-count 13, :die 10, :modifier 13}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 5}, :str 15, :saving-throws {:dex 5, :wis 5}, :challenge 6, :con 12, :dex 15, :wis 14, :props {:language {:abyssal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire true, :lightning true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:description "The demon chooses what to summon and attempts a magical summoning. A chasme has a 30 percent chance of summoning one chasme. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :type :action, :name "Summon Demon (1/Day)"} {:name "Drone", :description "The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours."} {:name "Magic Resistance", :description "The chasme has advantage on saving throws against spells and other magical effects."} {:name "Spider Climb", :description "The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."} {:type :action, :name "Proboscis", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration."}]}, :troglodyte {:key :troglodyte, :int 6, :speed "30 ft.", :name "Troglodyte", :alignment "chaotic evil", :cha 6, :hit-points {:die-count 2, :die 8, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 11, :skills {:stealth 2}, :str 14, :challenge 0.25, :con 14, :dex 10, :wis 10, :props {:language {:troglodyte true}}, :traits [{:name "Chameleon Skin", :description "The troglodyte has advantage on Dexterity (Stealth) checks made to hide."} {:name "Stench", :description "Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour."} {:name "Sunlight Sensitivity", :description "While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. "} {:name "Multiattack", :type :action, :description "The troglodyte makes three attacks: one with its bite and two with its claws."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. "}]}, :quadrone {:key :quadrone, :int 10, :speed "30ft., fly 30ft.", :name "Quadrone", :alignment "lawful neutral", :cha 11, :hit-points {:die-count 4, :die 8, :modifier 4}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class 16, :skills {:perception 2}, :str 12, :challenge 1, :con 12, :dex 14, :wis 10, :props {:language {:modron true}}, :traits [{:name "Axiomatic Mind", :description "The quadrone can't be compelled to act in a\nmanner contrary to its nature or its instructions."} {:name "Disintegration", :description "If the quadrone dies, its body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas carrying."} {:name "Multiattack", :description "The quadrone makes two fist attacks or four\nshortbow attacks.", :type :action} {:type :action, :name "Fist", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:\n3 (1d4 + 1) bludgeoning damage."} {:type :action, :name "Shortbow", :description "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}]}, :mind-flayer {:key :mind-flayer, :int 19, :speed "30ft.", :name "Mind Flayer", :alignment "lawful evil", :cha 17, :hit-points {:die-count 13, :die 8, :modifier 13}, :type :aberration, :size :medium, :option-pack "Monster Manual", :armor-class 15, :skills {:arcana 7, :deception 6, :insight 6, :perception 6, :persuasion 6, :stealth 4}, :str 11, :saving-throws {:int 7, :wis 6, :cha 6}, :challenge 7, :con 12, :dex 12, :wis 17, :props {:language {:deep-speech true, :telepathy-120ft- true, :undercommon true}}, :traits [{:name "Magic Resistance", :description "The mind flayer has advantage on saving throws against spells and other magical effects."} {:name "Innate Spellcasting (Psionics)", :description "The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:\nAt will: detect thoughts, levitate\n1/day each: dominate monster, plane shift (self only)"} {:name "Tentacles", :type :action, :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends."} {:name "Extract Brain", :type :action, :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain."} {:type :action, :name "Mind Blast (Recharge 5-6)", :description "The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area\nmust succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}, :monodrone {:key :monodrone, :int 4, :speed "30ft., fly 30ft.", :name "Monodrone", :alignment "lawful neutral", :cha 5, :hit-points {:die-count 1, :die 8, :modifier 1}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class 15, :str 10, :challenge 0.125, :con 12, :dex 13, :wis 10, :props {:language {:modron true}}, :traits [{:name "Axiomatic Mind", :description "The monodrone can't be compelled to act in a manner contrary to its nature or its instructions."} {:name "Disintegration", :description "If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."} {:name "Dagger", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.", :type :action} {:name "Javelin", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.", :type :action}]}, :cave-bear {:key :cave-bear, :int 2, :speed "40ft., swim 30ft. ", :name "Cave Bear", :alignment "unaligned", :cha 7, :hit-points {:die-count 5, :die 10, :modifier 15}, :type :beast, :size :large, :option-pack "Monster Manual", :armor-class 12, :skills {:perception 3}, :str 20, :challenge 2, :con 16, :dex 10, :wis 13, :traits [{:name "Keen Smell", :description "The bear has advantage on Wisdom (Perception) checks that rely on smell. "} {:name "Multiattack", :type :action, :description "The bear makes two attacks: one with its bite and one with its claws."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. "}]}, :young-red-shadow-dragon {:key :young-red-shadow-dragon, :int 14, :speed "40ft., climb 40ft., fly 80ft.", :name "Young Red Shadow Dragon", :alignment "chaotic evil", :cha 19, :hit-points {:die-count 17, :die 10, :modifier 85}, :type :dragon, :size :large, :option-pack "Monster Manual", :armor-class 18, :skills {:perception 8, :stealth 8}, :str 23, :saving-throws {:con 9, :dex 4, :wis 4, :cha 8}, :challenge 13, :con 21, :dex 10, :wis 11, :props {:language {:common true, :draconic true}, :damage-resistance {:necrotic true}, :damage-immunity {:fire true}}, :traits [{:name "Living Shadow", :description "While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant."} {:name "Shadow Stealth", :description "While in dim light or darkness, the dragon can take the Hide action as a bonus action."} {:name "Sunlight Sensitivity", :description "While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:type :action, :name "Multiattack", :description "The dragon makes three attacks: one with its bite and two with its claws."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage."} {:type :action, :name "Claw", :description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage."} {:type :action, :name "Shadow Breath (Recharge 5-6)", :description "The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control."}]}, :pixie {:key :pixie, :int 10, :speed "10ft., fly 30ft. ", :name "Pixie", :alignment "neutral good", :cha 15, :hit-points {:die-count 1, :die 4, :modifier -1}, :type :fey, :size :tiny, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 4, :stealth 7}, :str 2, :challenge 0.25, :con 8, :dex 20, :wis 14, :props {:language {:sylvan true}}, :traits [{:name "Magic Resistance", :description "The pixie has advantage on saving throws against spells and other magical effects. "} {:name "Innate Spellcasting", :description "The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component: \nAt will: druidcraft \n1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep "} {:type :action, :name "Superior Invisibility", :description "The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it. "}]}, :green-hag-coven-variant- {:key :green-hag-coven-variant-, :int 13, :speed "30ft", :name "Green Hag (Coven Variant)", :alignment "neutral evil", :cha 14, :hit-points {:die-count 11, :die 8, :modifier 33}, :type :fey, :size :medium, :option-pack "Monster Manual", :armor-class 17, :skills {:arcana 3, :deception 4, :perception 4, :stealth 3}, :str 18, :challenge 5, :con 16, :dex 12, :wis 14, :props {:language {:common true, :draconic true, :sylvan true}}, :traits [{:name "Shared Spellcasting", :description "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: \n1st level (4 slots): identify, ray of sickness \n2nd level (3 slots): hold person, locate object \n3rd level (3 slots): bestow curse, counterspell, lightning bolt \n4th level (3 slots): phantasmal killer, polymorph \n5th level (2 slots): contact other plane, scrying \n6th level (1 slot): eye bite \nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. "} {:name "Amphibious", :description "The hag can breathe air and water."} {:name "Innate Spellcasting", :description "The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: \nAt will: dancing lights, minor illusion, vicious mockery "} {:name "Mimicry", :description "The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. "} {:name "Claws", :type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. "} {:type :action, :name "Illusory Appearance", :description "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. "} {:type :action, :name "Invisible Passage", :description "The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her."}]}, :slaad-tadpole-control-gem-variant- {:key :slaad-tadpole-control-gem-variant-, :int 3, :speed "30 ft.", :name "Slaad Tadpole (Control Gem Variant)", :alignment "chaotic neutral", :cha 3, :hit-points {:die-count 4, :die 4}, :type :aberration, :size :tiny, :option-pack "Monster Manual", :armor-class 12, :skills {:stealth 4}, :str 7, :challenge 0.125, :con 10, :dex 15, :wis 5, :props {:language {:understands-slaad-but-cant-speak- true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name "Control Gem", :description "Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. "} {:name "Magic Resistance", :description "The slaad has advantage on saving throws against spells and other magical effects. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. "}]}, :twig-blight {:key :twig-blight, :int 4, :speed "20ft.", :name "Twig Blight", :alignment "neutral evil", :cha 3, :hit-points {:die-count 1, :die 6, :modifier 1}, :type :plant, :size :small, :option-pack "Monster Manual", :armor-class 13, :skills {:stealth 3}, :str 6, :challenge 0.125, :con 12, :dex 13, :wis 8, :props {:language {:undercommon false, :understands-common-but-cant-speak true}, :damage-vulnerability {:fire true}, :condition-immunity {:blinded true, :deafened true}}, :traits [{:name "False Appearance", :description "While the blight remains motionless, it is indistinguishable from a dead shrub."} {:type :action, :name "Claws", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage."}]}, :allosaurus {:key :allosaurus, :int 2, :speed "60ft.", :name "Allosaurus", :alignment "unaligned", :cha 5, :hit-points {:die-count 6, :die 10, :modifier 18}, :type :beast, :size :large, :option-pack "Monster Manual", :armor-class 13, :skills {:perception 5}, :str 19, :challenge 2, :con 17, :dex 13, :wis 12, :traits [{:name "Pounce", :description "If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage."} {:type :action, :name "Claw", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage."}]}, :mud-mephit-summoning-variant- {:key :mud-mephit-summoning-variant-, :int 9, :speed "20ft., fly 20ft., swim 20ft.", :name "Mud Mephit (Summoning Variant)", :damage-immunities "poison", :alignment "neutral evil", :cha 7, :hit-points {:die-count 6, :die 6, :modifier 6}, :type :elemental, :size :small, :option-pack "Monster Manual", :armor-class 11, :skills {:stealth 3}, :str 8, :challenge 0.25, :con 12, :dex 12, :condition-immunities "poisoned", :wis 11, :languages "aquan, terran", :props {:damage-immunity {:poison true}, :condition-immunity {:poisoned true}, :language {:aquan true, :terran true}}, :traits [{:name "Death Burst", :description "When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn."} {:name "False Appearance", :description "While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud."} {:name "Summon Mephits (1/Day)", :description "The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :type :action} {:type :action, :name "Fists", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage."} {:type :action, :name "Mud Breath (Recharge 6)", :description "The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}, :quaggoth {:key :quaggoth, :int 6, :speed "30ft., climb 30ft. ", :name "Quaggoth", :alignment "chaotic neutral", :cha 7, :hit-points {:die-count 6, :die 8, :modifier 18}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 13, :skills {:athletics 5}, :str 17, :challenge 2, :con 16, :dex 12, :wis 12, :props {:language {:undercommon true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Wounded Fury", :description "While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. "} {:name "Multiattack", :type :action, :description "The quaggoth makes two claw attacks. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. "}]}, :duodrone-rogue-variant- {:key :duodrone-rogue-variant-, :int 6, :speed "30ft.", :name "Duodrone (Rogue Variant)", :alignment "any non-lawful alignment", :cha 7, :hit-points {:die-count 2, :die 8, :modifier 2}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class 15, :str 11, :challenge 0.25, :con 12, :dex 13, :wis 10, :props {:language {:modron true}}, :traits [{:name "Disintegration", :description "If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."} {:type :action, :name "Multiattack", :description "The duodrone makes two fist attacks or two\njavelin attacks."} {:type :action, :name "Fist", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:\n2 (1d4) bludgeoning damage."} {:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or\nrange 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage."}]}, :jackalwere {:description "A jackalwere has three physical forms that it shifts between. In its true form, it is indistinguishable from a normal jackal. It can take human form, often appearing gaunt and affecting a wretched demeanor to beg goodwill from strangers. When travelers welcome a jackal were into their midst, the monster adopts its human-sized hybrid form, with the fur and head of a jackal but standing on two legs as it attacks.", :key :jackalwere, :int 13, :speed "40ft.", :name "Jackalwere", :alignment "chaotic evil", :cha 10, :hit-points {:die-count 4, :die 8}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 12, :skills {:deception 4, :perception 2, :stealth 4}, :str 11, :saving-throws {:con nil, :dex nil, :int nil, :wis nil, :cha nil}, :challenge 0.5, :con 11, :dex 15, :wis 11, :props {:language {:common-cant-speak-in-jackal-form- true}, :damage-immunity {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:name "Shapechanger", :description "The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."} {:name "Keen Hearing and Smell", :description "The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell."} {:name "Pack Tactics", :description "The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally isn't incapacitated."} {:name "Bite (Jackal or Hybrid Form Only).", :type :action, :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage"} {:type :action, :name "Scimitar (Human or Hybrid Form Only)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage."} {:type :action, :name "Sleep Gaze", :description "The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it."}]}, :half-ogre {:key :half-ogre, :int 7, :speed "30ft.", :name "Half-ogre", :alignment "any chaotic alignment", :cha 10, :hit-points {:die-count 4, :die 10, :modifier 8}, :type :giant, :size :large, :option-pack "Monster Manual", :armor-class 12, :str 17, :challenge 1, :con 14, :dex 10, :wis 9, :props {:language {:giant true, :common true}}, :traits [{:type :action, :name "Battleaxe", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands."} {:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage."}]}, :drow-mage {:key :drow-mage, :int 17, :speed "30ft.", :name "Drow Mage", :alignment "neutral evil", :cha 12, :hit-points {:die-count 10, :die 8}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 12, :skills {:arcana 6, :deception 5, :perception 4, :stealth 5}, :str 9, :challenge 7, :con 10, :dex 14, :wis 13, :props {:language {:elvish true, :undercommon true}}, :traits [{:name "Fey Ancestry", :description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep."} {:name "Innate Spellcasting", :description "The drow's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights\n1/day each: darkness ,faerie fire, levitate (self only)"} {:name "Spellcasting", :description "The drow is a 1Oth-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:\nCantrips (at will): mage hand, minor illusion, poison spray, ray of frost\n1st level (4 slots): mage armor, magic missile, shield, witch bolt\n2nd level (3 slots): alter self, misty step, web\n3rd level (3 slots):fly, lightning bolt\n4th level (3 slots): Evard's black tentacles, greater invisibility\n5th level (2 slots): cloudkill"} {:name "Sunlight Sensitivity", :description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:type :action, :name "Staff", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8- 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage."} {:type :action, :name "Summon Demon (1/Day)", :description "The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."}]}, :erinyes-rope-of-entanglement-variant- {:key :erinyes-rope-of-entanglement-variant-, :int 14, :speed "30ft., fly 60ft. ", :name "Erinyes (Rope of Entanglement Variant)", :alignment "lawful evil", :cha 18, :hit-points {:die-count 18, :die 8, :modifier 72}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 18, :str 18, :saving-throws {:dex 7, :con 8, :wis 6, :cha 8}, :challenge 12, :con 18, :dex 16, :wis 14, :props {:language {:infernal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Hellish Weapons", :description "The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). "} {:name "Magic Resistance", :description "The erinyes has advantage on saving throws against spells and other magical effects. "} {:name "Multiattack", :type :action, :description "The erinyes makes three attacks. The erinyes can use its Rope of Entaglement in place of two of the attacks. "} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage. "} {:type :action, :name "Longbow", :description "Ranged Weapon Attack: +7 to hit, range 50/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. "} {:name "Reaction: Parry", :description "The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. "}]}, :banshee {:key :banshee, :int 12, :speed "0 ft., fly 40ft. (hover)", :name "Banshee", :alignment "chaotic evil", :cha 17, :hit-points {:die-count 13, :die 8}, :type :undead, :size :medium, :option-pack "Monster Manual", :armor-class 12, :str 1, :saving-throws {:wis 2, :cha 4}, :challenge 4, :con 10, :dex 14, :wis 11, :props {:language {:common true, :elvish true}, :damage-resistance {:acid true, :fire true, :lightning true, :thunder true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:cold true, :necrotic true, :poison true}, :condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}}, :traits [{:name "Detect Life", :description "The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they're in but not their exact locations."} {:name "Incorporeal Movement", :description "The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5(1d10) force damage if she ends her turn inside an object."} {:type :action, :name "Corrupting Touch", :description "Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12(3d6 + 2) necrotic damage."} {:type :action, :name "Horrifying Visage", :description "Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours."} {:type :action, :name "Wail (1/Day)", :description "The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10(3d6) psychic damage."}]}, :lizardfolk-shaman {:key :lizardfolk-shaman, :int 10, :speed "30 ft., swim 30 ft.", :name "Lizardfolk Shaman", :alignment "neutral", :cha 8, :hit-points {:die-count 5, :die 8, :modifier 5}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 13, :skills {:perception 4, :stealth 4, :survival 6}, :str 15, :challenge 2, :con 13, :dex 10, :wis 15, :props {:language {:draconic true}}, :traits [{:name "Hold Breath", :description "The lizardfolk can hold its breath for 15 minutes."} {:name "Spellcasting (Lizardfolk Form Only)", :description "The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:\nCantrips (at will) : druidcraft, produce flame, thorn whip\n1st Level (4 slots): entangle, fog cloud\n2nd Level (3 slots): heat metal, spike growth\n3rd Level (2 slots): conjure animals (reptiles only), plant growth"} {:type :action, :name "Multiattack (Lizardfolk Form Only)", :description "The lizardfolk makes two attacks: one with its bite and one with its claws."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends."} {:type :action, :name "Claws (Lizardfolk Form Only)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage."} {:type :action, :name "Change Shape (Recharges after a Short or Long Rest)", :description "The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."}]}, :hobgoblin-warlord {:key :hobgoblin-warlord, :int 14, :speed "30ft.", :name "Hobgoblin Warlord", :alignment "lawful evil", :cha 15, :hit-points {:die-count 13, :die 8, :modifier 39}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 20, :str 16, :saving-throws {:int 5, :wis 3, :cha 5}, :challenge 6, :con 16, :dex 14, :wis 11, :props {:language {:common true, :goblin true}}, :traits [{:name "Martial Advantage", :description "Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated."} {:name "Multiattack", :type :action, :description "The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins."} {:name "Longsword", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.", :type :action} {:name "Shield Bash", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.", :type :action} {:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {:type :action, :name "Leadership (Recharges after a Short or Long Rest)", :description "For 1 minute, the hobgoblin can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated."} {:name "Reaction: Parry", :description "The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon."}]}, :marilith-summoning-variant- {:key :marilith-summoning-variant-, :int 18, :speed "40ft.", :name "Marilith (Summoning Variant)", :alignment "chaotic evil", :cha 20, :hit-points {:die-count 18, :die 10, :modifier 90}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 18, :str 18, :saving-throws {:str 9, :con 10, :wis 8, :cha 10}, :challenge 16, :con 20, :dex 20, :wis 16, :props {:language {:abyssal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Demon (1/Day)", :type :action, :description "The demon chooses what to summon and attempts a magical summoning. A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."} {:name "Magic Resistance", :description "The marilith has advantage on saving throws against spells and other magical effects."} {:name "Magic Weapons", :description "The marilith's weapon attacks are magical."} {:name "Reactive", :description "The marilith can take one reaction on every turn in a combat."} {:type :action, :name "Multiattack", :description "The marilith makes seven attacks: six with its longswords and one with its tail."} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage."} {:type :action, :name "Tail", :description "Melee Weapon Attack: +9 to hit, reach 10ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets."} {:type :action, :name "Teleport", :description "The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."} {:name "Reaction: Parry", :description "The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon."}]}, :ice-devil-summoning-variant- {:key :ice-devil-summoning-variant-, :int 18, :speed "40ft", :name "Ice Devil (Summoning Variant)", :alignment "lawful evil", :cha 18, :hit-points {:die-count 19, :die 10, :modifier 76}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 18, :str 21, :saving-throws {:dex 7, :con 9, :cha 9, :wis 7}, :challenge 14, :con 18, :dex 14, :wis 15, :props {:language {:ignan true, :telepathy-120ft- true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true, :cold true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Devil (1/Day)", :type :action, :description "The devil chooses what to summon and attempts a magical summoning. An ice devil has a 60 percent chance of summoning one ice devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. "} {:name "Devil's Sight", :description "Magical darkness doesn't impede the devil's darkvision."} {:name "Magic Resistance", :description "The devil has advantage on saving throws against spells and other magical effects. "} {:type :action, :name "Multiattack", :description "The devil makes three attacks: one with its bite, one with its claws, and one with its tail. "} {:type :action, :name "Bite", :description "Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. "} {:type :action, :name "Wall of ice (Recharge 6)", :description "The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. "}]}, :hobgoblin-captain {:key :hobgoblin-captain, :int 12, :speed "30ft.", :name "Hobgoblin Captain", :alignment "lawful evil", :cha 13, :hit-points {:die-count 6, :die 8, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 17, :str 15, :challenge 3, :con 14, :dex 14, :wis 10, :props {:language {:common true, :goblin true}}, :traits [{:name "Martial Advantage", :description "Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is with in 5 feet of an ally of the hobgoblin that isn't incapacitated."} {:type :action, :name "Multiattack", :description "The hobgoblin makes two greatsword attacks."} {:type :action, :name "Greatsword", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage."} {:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {:type :action, :name "Leadership (Recharges after a Short or Long Rest)", :description "For 1 minute, the hobgoblin can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated."}]}, :swarm-of-wasps {:key :swarm-of-wasps, :int 1, :speed "5 ft., fly 30 ft.", :name "Swarm of Wasps", :alignment "unaligned", :cha 1, :hit-points {:die-count 5, :die 8}, :type :beast, :size :medium, :option-pack "Monster Manual", :armor-class 12, :str 3, :challenge 0.5, :con 10, :dex 13, :wis 7, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:name "Swarm", :description "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. "} {:name "Bites", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. "}]}, :slaad-tadpole {:key :slaad-tadpole, :int 3, :speed "30 ft.", :name "Slaad Tadpole", :alignment "chaotic neutral", :cha 3, :hit-points {:die-count 4, :die 4}, :type :aberration, :size :tiny, :option-pack "Monster Manual", :armor-class 12, :skills {:stealth 4}, :str 7, :challenge 0.125, :con 10, :dex 15, :wis 5, :props {:language {:understands-slaad-but-cant-speak- true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name "Magic Resistance", :description "The slaad has advantage on saving throws against spells and other magical effects. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. "}]}, :mind-flayer-arcanist {:key :mind-flayer-arcanist, :int 19, :speed "30ft.", :name "Mind Flayer Arcanist", :alignment "lawful evil", :cha 17, :hit-points {:die-count 13, :die 8, :modifier 13}, :type :aberration, :size :medium, :option-pack "Monster Manual", :armor-class 15, :skills {:arcana 7, :deception 6, :insight 6, :perception 6, :persuasion 6, :stealth 4}, :str 11, :saving-throws {:int 7, :wis 6, :cha 6}, :challenge 8, :con 12, :dex 12, :wis 17, :props {:language {:deep-speech true, :undercommon true, :telepathy-120ft- true}}, :traits [{:name "Magic Resistance", :description "The mind flayer has advantage on saving throws against spells and other magical effects."} {:name "Innate Spellcasting (Psionics)", :description "The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:\nAt will: detect thoughts, levitate\n1/day each: dominate monster, plane shift (self only)"} {:name "Spellcasting", :description "The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:\nCantrips (at will): blade ward, dancing lights, mage hand, shocking grasp\n1st level (4 slots): detect magic, disguise self, shield, sleep\n2nd level (3 slots): blur, invisibility, ray of enfeeblement\n3rd level (3 slots): clairvoyance, lightning bolt, sending\n4th level (3 slots): confusion, hallucinatory terrain\n5th level (2 slots): telekinesis, wall of force"} {:type :action, :name "Tentacles", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends."} {:type :action, :name "Extract Brain", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain."} {:type :action, :name "Mind Blast (Recharge 5-6)", :description "The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}, :drow-priestess-of-lolth {:key :drow-priestess-of-lolth, :int 13, :speed "30ft.", :name "Drow Priestess of Lolth", :alignment "neutral evil", :cha 18, :hit-points {:die-count 13, :die 8, :modifier 13}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 16, :skills {:insight 6, :perception 6, :religion 4, :stealth 5}, :str 10, :saving-throws {:con 4, :wis 6, :cha 7}, :challenge 8, :con 12, :dex 14, :wis 17, :props {:language {:elvish true, :undercommon true}}, :traits [{:name "Fey Ancestry", :description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep."} {:name "Innate Spellcasting", :description "The draw's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\nAt will : dancing lights\n1/day each: darkness, faerie fire, levitate (self only)"} {:name "Spellcasting", :description "The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:\nCantrips (at will) : guidance, poison spray, resistance, spare the dying, thaumaturgy\n1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness\n2nd level (3 slots): lesser restoration, protection from poison, web\n3rd level (3 slots): conjure animals (2 giant spiders), dispel magic\n4th level (3 slots): divination ,freedom of movement\n5th level (2 slots): insect plague, mass cure wounds"} {:name "Sunlight Sensitivity", :description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:type :action, :name "Multiattack", :description "The drow makes two scourge attacks."} {:type :action, :name "Scourge", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage."} {:type :action, :name "Summon Demon (1/Day)", :description "The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."}]}, :kenku {:description "Kenku are feathered humanoids that wander the world as vagabonds, driven by greed. They can perfectly imitate any sound they hear.", :key :kenku, :int 11, :speed "30 ft.", :name "Kenku", :alignment "chaotic neutral", :cha 10, :hit-points {:die-count 3, :die 8}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 13, :skills {:deception 4, :perception 2, :stealth 5}, :str 10, :challenge 0.25, :con 10, :dex 16, :wis 10, :props {:language {:understands-auran-and-common-but-speaks-only-through-the-use-of-its-mimicry-trait true}}, :traits [{:name "Ambusher", :description "The kenku has advantage on attack rolls against any creature it has surprised."} {:name "Mimicry", :description "The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check."} {:name "Shortsword", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", :type :action} {:name "Shortbow", :type :action, :description "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage."}]}, :yuan-ti-malison-type-3- {:key :yuan-ti-malison-type-3-, :int 14, :speed "30 ft.", :name "Yuan-ti Malison (Type 3)", :alignment "neutral evil", :cha 16, :hit-points {:die-count 12, :die 8, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Monster Manual", :armor-class 12, :skills {:deception 5, :stealth 4}, :str 16, :challenge 3, :con 13, :dex 14, :wis 12, :props {:language {:common true, :draconic true, :abyssal true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Shapechanger", :description "The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. "} {:name "Innate Spellcasting (Yuan-ti Form Only)", :description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 1.3). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion "} {:name "Magic Resistance", :description "The yuan-ti has advantage on saving throws against spells and other magical effects. "} {:name "Malison Type", :description "The yuan-ti has one of the following types: \nType 1: Human body with snake head \nType 2: Human head and body with snakes for arms \nType 3: Human head and upper body with a serpentine lower body instead of legs "} {:type :action, :name "Multiattack (Yuan-ti Form Only)", :description "The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once. "} {:type :action, :name "Bite (Snake Form Only)", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage."} {:type :action, :name "Constrict", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target."} {:type :action, :name "Scimitar (Yuan-ti Form Only)", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage. "} {:type :action, :name "Longbow (Yuan-ti Form Only)", :description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. "}]}, :fomorian {:key :fomorian, :int 9, :speed "30ft.", :name "Fomorian", :alignment "chaotic evil", :cha 6, :hit-points {:die-count 13, :die 12, :modifier 65}, :type :giant, :size :huge, :option-pack "Monster Manual", :armor-class 14, :skills {:perception 8, :stealth 3}, :str 23, :challenge 8, :con 20, :dex 10, :wis 14, :props {:language {:giant true, :undercommon true}}, :traits [{:name "Multiattack", :type :action, :description "The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once."} {:type :action, :name "Greatclub", :description "Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage"} {:type :action, :name "Evil Eye", :description "The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one."} {:type :action, :name "Curse of the Evil Eye (Recharges after a Short or Long Rest)", :description "With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success."}]}, :fire-snake {:key :fire-snake, :int 7, :speed "30ft.", :name "Fire Snake", :alignment "neutral evil", :cha 8, :hit-points {:die-count 5, :die 8}, :type :elemental, :size :medium, :option-pack "Monster Manual", :armor-class 14, :str 12, :challenge 1, :con 11, :dex 14, :wis 10, :props {:language {:understands-lgnan-but-cant-speak- true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true}, :damage-vulnerability {:cold true}}, :traits [{:name "Heated Body", :description "A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage."} {:name "Multiattack", :type :action, :description "The snake makes two attacks: one with its bite and one with its tail. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage. "} {:type :action, :name "Tail", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage. "}]}, :gas-spore {:key :gas-spore, :int 1, :speed "0 ft., fly 10ft. (hover)", :name "Gas Spore", :alignment "unaligned", :cha 1, :hit-points {:die-count 1, :die 10, :modifier -4}, :type :plant, :size :large, :option-pack "Monster Manual", :armor-class 5, :str 5, :challenge 0.5, :con 3, :dex 1, :wis 1, :props {:damage-immunity {:poison true}, :condition-immunity {:blinded true, :deafened true, :frightened true, :paralyzed true, :poisoned true, :prone true}}, :traits [{:name "Death Burst", :description "The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 +the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days."} {:name "Eerie Resemblance", :description "The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check."} {:type :action, :name "Touch", :description "Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait."}]}, :helmed-horror {:description "This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker's demise. Resembling an animated suit of empty plate armor, a helmed horror serves without ambition or emotion.", :key :helmed-horror, :int 10, :speed "30ft., fly 30ft.", :name "Helmed Horror", :alignment "neutral", :cha 10, :hit-points {:die-count 8, :die 8, :modifier 24}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class 20, :skills {:perception 4}, :str 18, :challenge 4, :con 16, :dex 13, :wis 10, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:force true, :necrotic true, :poison true}, :condition-immunity {:blinded true, :charmed true, :petrified true, :deafened true, :frightened true, :paralyzed true, :poisoned true, :stunned true}}, :traits [{:name "Magic Resistance", :description "The helmed horror has advantage on saving throws against spells and other magical effects."} {:name "Spell Immunity", :description "The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt."} {:type :action, :name "Multiattack", :description "The helmed horror makes two longsword attacks."} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands."}]}, :erinyes-summoning-variant- {:key :erinyes-summoning-variant-, :int 14, :speed "30ft., fly 60ft. ", :name "Erinyes (Summoning Variant)", :alignment "lawful evil", :cha 18, :hit-points {:die-count 18, :die 8, :modifier 72}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 18, :str 18, :saving-throws {:dex 7, :con 8, :wis 6, :cha 8}, :challenge 12, :con 18, :dex 16, :wis 14, :props {:language {:infernal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Devil (1/Day)", :type :action, :description "The devil chooses what to summon and attempts a magical summoning. An erinyes has a 50 percent chance of summoning 3d6 spined devils, 1d6 bearded devils, or one erinyes. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. "} {:name "Hellish Weapons", :description "The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). "} {:name "Magic Resistance", :description "The erinyes has advantage on saving throws against spells and other magical effects. "} {:type :action, :name "Multiattack", :description "The erinyes makes three attacks. "} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage. "} {:type :action, :name "Longbow", :description "Ranged Weapon Attack: +7 to hit, range 50/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. "} {:name "Reaction: Parry", :description "The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. "}]}, :horned-devil-summoning-variant- {:key :horned-devil-summoning-variant-, :int 12, :speed "20 ft., fly 60 ft. ", :name "Horned Devil (Summoning Variant)", :alignment "lawful evil", :cha 17, :hit-points {:die-count 17, :die 10, :modifier 55}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 18, :str 22, :saving-throws {:str 10, :dex 7, :wis 7, :cha 7}, :challenge 11, :con 21, :dex 17, :wis 16, :props {:language {:infernal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Devil (1/Day)", :type :action, :description "The devil chooses what to summon and attempts a magical summoning. A horned devil has a 30 percent chance of summoning one horned devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."} {:name "Devil's Sight", :description "Magical darkness doesn't impede the devil's darkvision. "} {:name "Magic Resistance", :description "The devil has advantage on saving throws against spells and other magical effects. "} {:name "Multiattack", :type :action, :description "The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. "} {:type :action, :name "Fork", :description "Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 15 (2d8 + 6) piercing damage. "} {:type :action, :name "Tail", :description "Melee Weapon Attack:+ 10 to hit, reach 10ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. "} {:type :action, :name "Hurl Flame", :description "Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. "}]}, :githyanki-knight {:key :githyanki-knight, :int 14, :speed "30 ft.", :name "Githyanki Knight", :alignment "lawful evil", :cha 15, :hit-points {:die-count 14, :die 8, :modifier 28}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 18, :str 16, :saving-throws {:con 5, :int 5, :wis 5}, :challenge 8, :con 15, :dex 14, :wis 14, :props {:language {:gith true}}, :traits [{:name "Innate Spellcasting (Psionics)", :description "The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:\nAt will: mage hand (the hand is invisible)\n3/day each: jump, misty step, nondetection (self only), tongues\nl/day each: plane shift, telekinesis"} {:type :action, :name "Multiattack", :description "The githyanki makes two silver greatsword attacks."} {:type :action, :name "Silver Greatsword", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage."}]}, :lizard-king-queen {:key :lizard-king-queen, :int 11, :speed "30ft., swim 30ft.", :name "Lizard King/Queen", :alignment "chaotic evil", :cha 15, :hit-points {:die-count 12, :die 8, :modifier 24}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 4, :stealth 5, :survival 4}, :str 17, :saving-throws {:con 4, :wis 2}, :challenge 4, :con 15, :dex 12, :wis 11, :props {:language {:abyssal true, :draconic true}, :condition-immunity {:frightened true}}, :traits [{:name "Hold Breath", :description "The lizardfolk can hold its breath for 15 minutes."} {:name "Skewer", :description "Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt."} {:type :action, :name "Multiattack", :description "The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {:type :action, :name "Claws", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage."} {:type :action, :name "Trident", :description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack."}]}, :abominable-yeti {:key :abominable-yeti, :int 9, :speed "40ft., climb 40ft. ", :name "Abominable Yeti", :alignment "chaotic evil", :cha 9, :hit-points {:die-count 11, :die 12, :modifier 66}, :type :monstrosity, :size :huge, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 5, :stealth 4}, :str 24, :challenge 9, :con 22, :dex 10, :wis 13, :props {:language {:yeti true}, :damage-immunity {:cold true}}, :traits [{:name "Fear of Fire", :description "If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. "} {:name "Keen Smell", :description "The yeti has advantage on Wisdom (Perception) checks that rely on smell. "} {:name "Snow Camouflage", :description "The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. "} {:name "Multiattack", :type :action, :description "The yeti can use its Chilling Gaze and makes two claw attacks."} {:name "Claw", :type :action, :description "Melee Weapon Attack:+ 11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage. "} {:name "Chilling Gaze", :type :action, :description "The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour. "} {:type :action, :name "Cold Breath (Recharge 6)", :description "The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. "}]}, :demilich-acererak-variant- {:legendary-actions {:description "The demilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The demilich regains spent legendary actions at the start of its turn"}, :key :demilich-acererak-variant-, :int 20, :speed "0 ft., fly 30 ft. (hover)", :name "Demilich (Acererak Variant)", :alignment "neutral evil", :cha 20, :hit-points {:die-count 20, :die 4}, :type :undead, :size :tiny, :option-pack "Monster Manual", :armor-class 20, :str 1, :saving-throws {:con 6, :int 11, :wis 9, :cha 11}, :challenge 21, :con 10, :dex 20, :wis 17, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:necrotic true, :poison true, :psychic true, :bludgeoning true, :piercing true, :slashing true}, :condition-immunity {:charmed true, :deafened true, :frightened true, :paralyzed true, :petrified true, :poisoned true, :prone true, :stunned true}}, :traits [{:name "Trap Soul", :type :action, :description "The demilich targets one creature that it can see within 30 feet of it. The target must make a DC 19 Charisma saving throw. On a failed save, the target's soul is magically trapped inside one of the demilich's gems. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist. If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target's body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped."} {:name "Avoidance", :description "If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."} {:name "Legendary Resistance (3/Day)", :description "If the demilich fails a saving throw, it can choose to succeed instead."} {:name "Turn Immunity", :description "The demilich is immune to effects that turn undead."} {:type :action, :name "Howl (Recharge 5-6)", :description "The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn."} {:name "Life Drain", :type :action, :description "The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets."} {:type :legendary-action, :name "Flight", :description "The demilich flies up to half its flying speed."} {:type :legendary-action, :name "Cloud of Dust", :description "The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn."} {:type :legendary-action, :name "Energy Drain (Costs 2 Actions)", :description "Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic."} {:type :legendary-action, :name "Vile Curse (Costs 3 Actions)", :description "The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success."}]}, :troll-loathsome-limbs-variant- {:key :troll-loathsome-limbs-variant-, :int 7, :speed "30 ft.", :name "Troll (Loathsome Limbs Variant)", :alignment "chaotic evil", :cha 7, :hit-points {:die-count 8, :die 10, :modifier 40}, :type :giant, :size :large, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 1}, :str 18, :challenge 5, :con 20, :dex 13, :wis 9, :props {:language {:giant true}}, :traits [{:name "Loathsome Limbs", :description "Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: \n1-10: Nothing else happens. \n11-14: One leg is severed from the troll if it has any legs left. \n15-18: One arm is severed from the troll if it has any arms left. \n19-20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. \nIf the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. 1 A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed. "} {:name "Keen Smell", :description "The troll has advantage on Wisdom (Perception) checks that rely on smell. "} {:name "Regeneration", :description "The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. "} {:name "Multiattack", :description "The troll makes three attacks: one with its bite and two with its claws. ", :type :action} {:name "Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :type :action} {:name "Claw", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ", :type :action}]}, :flameskull {:key :flameskull, :int 16, :speed "0 ft., fly 40ft.", :name "Flameskull", :alignment "neutral evil", :cha 11, :hit-points {:die-count 9, :die 4, :modifier 18}, :type :undead, :size :tiny, :option-pack "Monster Manual", :armor-class 13, :skills {:arcana 5, :perception 2}, :str 1, :challenge 4, :con 14, :dex 17, :wis 10, :props {:language {:common true}, :damage-resistance {:piercing true, :lightning true, :necrotic true}, :damage-immunity {:cold true, :fire true, :poison true}, :condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}}, :traits [{:name "Illumination", :description "The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action."} {:name "Magic Resistance", :description "The flameskull has advantage on saving throws against spells and other magical effects."} {:name "Rejuvenation", :description "If the flameskull is destroyed, it regains all its hit, points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them."} {:name "Spellcasting", :description "The flameskull is a 5th-level spell caster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:\nCantrip (at will): mage hand\n1st level (3 slots): magic missile, shield\n2nd level (2 slots): blur, flaming sphere\n3rd level (1 slot): fireball"} {:name "Multiattack", :type :action, :description "The flameskull uses Fire Ray twice."} {:type :action, :name "Fire Ray", :description "Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage."}]}, :pteradon {:key :pteradon, :int 2, :speed "10ft., fly 60ft.", :name "Pteradon", :alignment "unaligned", :cha 5, :hit-points {:die-count 3, :die 8}, :type :beast, :size :medium, :option-pack "Monster Manual", :armor-class 13, :skills {:perception 1}, :str 12, :challenge 0.25, :con 10, :dex 15, :wis 9, :traits [{:name "Flyby", :description "The pteranodon doesn't provoke an opportunity attack when it flies out of an enemy's reach."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage."}]}, :displacer-beast {:key :displacer-beast, :int 6, :speed "40ft.", :name "Displacer Beast", :alignment "lawful evil", :cha 8, :hit-points {:die-count 10, :die 10, :modifier 30}, :type :monstrosity, :size :large, :option-pack "Monster Manual", :armor-class 13, :str 18, :challenge 3, :con 16, :dex 15, :wis 12, :traits [{:name "Avoidance", :description "If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."} {:name "Displacement", :description "The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of O."} {:type :action, :name "Multiattack", :description "The displacer beast makes two attacks with its tentacles."} {:type :action, :name "Tentacle", :description "Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage."}]}, :drow-elite-warrior {:key :drow-elite-warrior, :int 11, :speed "30ft.", :name "Drow Elite Warrior", :alignment "neutral evil", :cha 12, :hit-points {:die-count 11, :die 8, :modifier 22}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 18, :skills {:perception 4, :stealth 10}, :str 13, :saving-throws {:con 5, :dex 7, :wis 4}, :challenge 5, :con 14, :dex 18, :wis 13, :props {:language {:elvish true, :undercommon true}}, :traits [{:name "Fey Ancestry", :description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep."} {:name "Innate Spellcasting", :description "The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights\n1/day each: darkness ,faerie fire , levitate (self only)"} {:name "Sunlight Sensitivity", :description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:type :action, :name "Multiattack", :description "The drow makes two shortsword attacks."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage."} {:type :action, :name "Hand Crossbow", :description "Ranged Weapon Attack: +7 to hit, range 30/120ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake."} {:name "Reaction: Parry", :description "The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon."}]}, :adult-blue-dracolich {:legendary-actions {:description "The dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dracolich regains spent legendary actions at the start of its turn."}, :key :adult-blue-dracolich, :int 16, :speed "40ft., burrow 30ft., fly 80ft.", :name "Adult Blue Dracolich", :alignment "lawful evil", :cha 19, :hit-points {:die-count 18, :die 12, :modifier 108}, :type :undead, :size :huge, :option-pack "Monster Manual", :armor-class 19, :skills {:perception 12, :stealth 5}, :str 25, :saving-throws {:str nil, :con 11, :dex 5, :wis 7, :cha 9}, :challenge 17, :con 23, :dex 10, :wis 15, :props {:language {:common true, :draconic true}, :damage-resistance {:necrotic true}, :damage-immunity {:poison true, :lightning true}, :condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}}, :traits [{:name "Legendary Resistance (3/Day)", :description "If the dracolich fails a saving throw, it can choose to succeed instead."} {:name "Magic Resistance", :description "The dracolich has advantage on saving throws against spells and other magical effects."} {:type :action, :name "Multiattack", :description "The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage."} {:type :action, :name "Claw", :description "Melee Weapon Attack: +1 2 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage."} {:type :action, :name "Tail", :description "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit:16 (2d8 + 7) bludgeoning damage."} {:type :action, :name "Frightful Presence", :description "Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours."} {:type :action, :name "Lightning Breath (Recharge 5-6)", :description "The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one."} {:type :legendary-action, :name "Detect", :description "The dracolich makes a Wisdom (Perception) check."} {:type :legendary-action, :name "Tail Attack", :description "The dracolich makes a tail attack."} {:type :legendary-action, :name "Wing Attack (Costs 2 Actions)", :description "The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed."}]}, :githzerai-monk {:key :githzerai-monk, :int 13, :speed "30ft.", :name "Githzerai Monk", :alignment "lawful neutral", :cha 10, :hit-points {:die-count 7, :die 8, :modifier 7}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 14, :skills {:insight 4, :perception 4}, :str 12, :saving-throws {:str 3, :dex 3, :int 3, :wis 4}, :challenge 2, :con 12, :dex 15, :wis 14, :props {:language {:gith true}}, :traits [{:name "Innate Spellcasting (Psionics)", :description "The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:\nAt will : mage hand (the hand is invisible)\n3/day each: feather fall, jump, see invisibility, shield"} {:name "Psychic Defense", :description "While the githzerai is wearing no armor and wielding no shield , its AC includes its Wisdom modifier."} {:type :action, :name "Multiattack", :description "The githzerai makes two unarmed strikes."} {:type :action, :name "Unarmed Strike", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack."}]}, :cyclops {:key :cyclops, :int 8, :speed "30ft.", :name "Cyclops", :alignment "chaotic neutral", :cha 10, :hit-points {:die-count 12, :die 12, :modifier 60}, :type :giant, :size :huge, :option-pack "Monster Manual", :armor-class 14, :str 22, :challenge 6, :con 20, :dex 11, :wis 6, :props {:language {:giant true}}, :traits [{:name "Poor Depth Perception", :description "The cyclops has disadvantage on any attack roll against a target more than 30 feet away."} {:type :action, :name "Multiattack", :description "The cyclops makes two greatclub attacks."} {:type :action, :name "Greatclub", :description "Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage"} {:type :action, :name "Rock", :description "Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage."}]}, :empyrean {:legendary-actions {:description "The empyrean can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The empyrean regains spent legendary actions at the start of its turn."}, :key :empyrean, :int 21, :speed "50 ft., fly 50 ft., swim 50 ft.", :name "Empyrean", :alignment "chaotic good", :cha 27, :hit-points {:die-count 19, :die 12, :modifier 190}, :type :celestial, :size :huge, :option-pack "Monster Manual", :armor-class 22, :skills {:insight 13, :persuasion 15}, :str 30, :saving-throws {:str 17, :int 12, :wis 13, :cha 15}, :challenge 23, :con 30, :dex 21, :wis 22, :props {:damage-immunity {:bludgeoning true, :piercing true, :slashing true}, :language {:all true}}, :traits [{:name "Innate Spellcasting", :description "The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: greater restoration, pass without trace, water breathing, water walk\n1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)"} {:name "Legendary Resistance (3/Day)", :description "If the empyrean fails a saving throw, it ca n choose to succeed instead."} {:name "Magic Resistance", :description "The empyrean has advantage on saving throws against spells and other magical effects."} {:name "Magic Weapons", :description "The empyrean's weapon attacks are magical."} {:type :action, :name "Maul", :description "Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn."} {:type :action, :name "Bolt", :description "Ranged Spell Attack: +15 to hit, range 600ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder."} {:type :legendary-action, :name "Attack", :description "The empyrean makes one attack."} {:type :legendary-action, :name "Bolster", :description "The empyrean bolsters all non hostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn."} {:type :legendary-action, :name "Trembling Strike (Costs 2 Actions)", :description "The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone."}]}, :githyanki-warrior {:key :githyanki-warrior, :int 13, :speed "30 ft.", :name "Githyanki Warrior", :alignment "lawful evil", :cha 10, :hit-points {:die-count 9, :die 8, :modifier 9}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 17, :str 15, :saving-throws {:con 3, :int 3, :wis 3}, :challenge 3, :con 12, :dex 14, :wis 13, :props {:language {:gith true}}, :traits [{:name "Innate Spellcasting (Psionics)", :description "The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:\nAt will: mage hand (the hand is invisible)\n3/day each: jump, misty step, nondetection (self only)"} {:name "Multiattack", :type :action, :description "The githyanki makes two greatsword attacks."} {:type :action, :name "Greatsword", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6)\npsychic damage."}]}, :swarm-of-beetles {:key :swarm-of-beetles, :int 1, :speed "20ft., climb 20ft., burrow 5 ft.", :name "Swarm of Beetles", :alignment "unaligned", :cha 1, :hit-points {:die-count 5, :die 8}, :type :beast, :size :medium, :option-pack "Monster Manual", :armor-class 12, :str 3, :challenge 0.5, :con 10, :dex 13, :wis 7, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :prone true, :restrained true, :stunned true}}, :traits [{:name "Swarm", :description "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. "} {:name "Bites", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. "}]}, :pentadrone {:key :pentadrone, :int 10, :speed "40ft.", :name "Pentadrone", :alignment "lawful neutral", :cha 13, :hit-points {:die-count 5, :die 10, :modifier 5}, :type :construct, :size :large, :option-pack "Monster Manual", :armor-class 16, :skills {:perception 4}, :str 15, :challenge 2, :con 12, :dex 14, :wis 10, :props {:language {:modron true}}, :traits [{:name "Axiomatic Mind", :description "The pentadrone can't be compelled to act in a\nmanner contrary to its nature or its instructions."} {:name "Disintegration", :description "If the pentadrone dies, its body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas carrying."} {:type :action, :name "Multiattack", :description "The pentadrone makes five arm attacks."} {:type :action, :name "Arm", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage."} {:type :action, :name "Paralysis Gas (Recharge 5- 6)", :description "The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC ll Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}, :imp-familiar {:key :imp-familiar, :int 11, :speed "20ft., fly 40ft. ", :name "Imp Familiar", :alignment "lawful evil", :cha 14, :hit-points {:die-count 3, :die 4, :modifier 3}, :type :fiend, :size :tiny, :option-pack "Monster Manual", :armor-class 13, :skills {:deception 4, :insight 3, :persuasion 4, :stealth 5}, :str 6, :challenge 1, :con 13, :dex 17, :wis 12, :props {:language {:infernal true, :common true}, :damage-resistance {:cold true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Familiar", :type :Other, :description "The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within l mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond."} {:name "Shapechanger", :description "The imp can use its action to polymorph into a beast form that resembles a rat (speed 20ft.), a raven (20ft., fly 60ft.), or a spider (20ft., climb 20ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. "} {:name "Devil's Sight", :description "Magical darkness doesn't impede the imp's darkvision. "} {:name "Magic Resistance", :description "The imp has advantage on saving throws against spells and other magical effects. "} {:type :action, :name "Sting (Bite in Beast Form)", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. "} {:type :action, :name "Invisibility", :description "The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. "}]}, :thri-kreen-weapons-variant- {:key :thri-kreen-weapons-variant-, :int 8, :speed "40 ft.", :name "Thri-kreen (Weapons Variant)", :alignment "chaotic neutral", :cha 7, :hit-points {:die-count 6, :die 8, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 3, :stealth 4, :survival 3}, :str 12, :challenge 1, :con 13, :dex 15, :wis 12, :languages "thri kreen", :props {:language {:thri-kreen true}}, :traits [{:name "Chameleon Carapace", :description "The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. "} {:name "Standing Leap", :description "The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. "} {:name "Multiattack", :description "Option 1: The thri-kreen makes two gythka attacks or two chatkcha attacks. \nOption 2: The thri-kreen makes two attacks: one with its bite and one with its claws. ", :type :action} {:name "Gythka", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. "} {:type :action, :name "Chatkcha", :description "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success."} {:type :action, :name "Claws", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. "}]}, :bone-devil-summoning-variant- {:key :bone-devil-summoning-variant-, :int 13, :speed "40 ft., fly 40ft.", :name "Bone Devil (Summoning Variant)", :alignment "lawful evil", :cha 16, :hit-points {:die-count 15, :die 10, :modifier 60}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 19, :skills {:deception 7, :insight 6}, :str 18, :saving-throws {:int 5, :wis 6, :cha 7}, :challenge 9, :con 18, :dex 16, :wis 14, :props {:language {:infernal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Devil (1/Day)", :type :action, :description "The devil chooses what to summon and attempts a magical summoning. A bone devil has a 40 percent chance of summoning 2d6 spined devils or one bone devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. "} {:name "Devil's Sight", :description "Magical darkness doesn't impede the devil's darkvision."} {:name "Magic Resistance", :description "The devil has advantage on saving throws against spells and other magical effects."} {:type :action, :name "Multiattack", :description "The devil makes three attacks: two with its claws and one with its sting. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 8 (1d8 + 4) slashing damage."} {:type :action, :name "Sting", :description "Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "}]}, :yuan-ti-abomination {:key :yuan-ti-abomination, :int 17, :speed "40 ft.", :name "Yuan-ti Abomination", :alignment "neutral evil", :cha 18, :hit-points {:die-count 15, :die 10, :modifier 45}, :type :monstrosity, :size :large, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 5, :stealth 6}, :str 19, :challenge 7, :con 17, :dex 16, :wis 15, :props {:language {:abyssal true, :common true, :draconic true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Shapechanger", :description "The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. "} {:name "Innate Spellcasting (Abomination Form Only)", :description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion \n1/day:fear "} {:name "Magic Resistance", :description "The yuan-ti has advantage on saving throws against spells and other magical effects. "} {:type :action, :name "Multiattack (Abomination Form Only)", :description "The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each. "} {:name "Bite", :type :action, :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage. "} {:type :action, :name "Constrict", :description "Melee Weapon Attack: +7 to hit, reach 10ft., one target Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target "} {:type :action, :name "Scimitar (Abomination Form Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."} {:name "Longbow (Abomination Form Only)", :description "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage. ", :type :action}]}, :myconid-sovereign {:key :myconid-sovereign, :int 13, :speed "30ft.", :name "Myconid Sovereign", :alignment "lawful neutral", :cha 10, :hit-points {:die-count 8, :die 10, :modifier 16}, :type :plant, :size :large, :option-pack "Monster Manual", :armor-class 13, :str 12, :challenge 2, :con 14, :dex 10, :wis 15, :traits [{:name "Distress Spores", :description "When the myconid takes damage, all other\nmyconids within 240 feet of it can sense its pain."} {:name "Sun Sickness", :description "While in sunlight, the myconid has disadvantage\non ability checks, attack rolls, and saving throws. The myconid\ndies if it spends more than 1 hour in direct sunlight."} {:type :action, :name "Multiattack", :description "The myconid uses either its Hallucination Spores\nor its Pacifying Spores, then makes a fist attack."} {:type :action, :name "Fist", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:\n8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage."} {:type :action, :name "Animating Spores (3/Day).", :description "The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way."} {:name "Hallucination Spores", :description "The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :type :action} {:type :action, :name "Pacifying Spores", :description "The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success."} {:type :action, :name "Rapport Spores", :description "A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour."}]}, :carrion-crawler {:key :carrion-crawler, :int 1, :speed "30ft., climb 30ft.", :name "Carrion Crawler", :alignment "unaligned", :cha 5, :hit-points {:die-count 6, :die 10, :modifier 18}, :type :monstrosity, :size :large, :option-pack "Monster Manual", :armor-class 13, :skills {:perception 3}, :str 14, :challenge 2, :con 16, :dex 13, :wis 12, :traits [{:name "Keen Smell", :description "The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell."} {:name "Spider Climb", :description "The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."} {:type :action, :name "Multiattack", :description "The carrion crawler makes two attacks: one with its tentacles and one with its bite."} {:type :action, :name "Tentacles", :description "Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage."}]}, :orc-eye-of-gruumsh {:key :orc-eye-of-gruumsh, :int 9, :speed "30ft.", :name "Orc Eye of Gruumsh", :alignment "chaotic evil", :cha 12, :hit-points {:die-count 6, :die 8, :modifier 8}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 16, :skills {:intimidation 3, :religion 1}, :str 16, :challenge 2, :con 16, :dex 12, :wis 13, :props {:language {:common true, :orc true}}, :traits [{:name "Aggressive", :description "As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."} {:name "Gruumsh's Fury", :description "The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack)."} {:name "Spellcasting", :description "The ore is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:\nCantrips (at-will): guidance, resistance, thaumaturgy\n1st level (4 slots): bless, command\n2nd level (2 slots): augury, spiritual weapon (spear)"} {:name "Spear", :type :action, :description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack."}]}, :green-slaad-control-gem-variant- {:key :green-slaad-control-gem-variant-, :int 11, :speed "30 ft.", :name "Green Slaad (Control Gem Variant)", :alignment "chaotic neutral", :cha 12, :hit-points {:die-count 15, :die 10, :modifier 45}, :type :aberration, :size :large, :option-pack "Monster Manual", :armor-class 16, :skills {:arcana 3, :perception 2}, :str 18, :challenge 8, :con 16, :dex 15, :wis 8, :props {:language {:slaad true, :telepathy-60-ft- true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name "Control Gem", :description "Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. "} {:name "Shapechanger", :description "The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. "} {:name "Innate Spellcasting", :description "The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components: \nAt will: detect magic, detect thoughts, mage hand \n2/day each: fear, invisibility (self only) \n1/day: fireball"} {:name "Magic Resistance", :description "The slaad has advantage on saving throws against spells and other magical effects. "} {:name "Regeneration", :description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. "} {:name "Multiattack", :description "The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice.", :type :action} {:type :action, :name "Bite (Slaad Form Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. "} {:type :action, :name "Claw (Siaad Form Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) slashing damage. "} {:name "Staff", :type :action, :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. "} {:type :action, :name "Hurl Flame", :description "Ranged Spell Attack: +4 to hit, range 60ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried. "}]}, :demilich {:legendary-actions {:description "The demilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The demilich regains spent legendary actions at the start of its turn."}, :key :demilich, :int 20, :speed "0 ft., fly 30 ft. (hover)", :name "Demilich", :alignment "neutral evil", :cha 20, :hit-points {:die-count 20, :die 4}, :type :undead, :size :tiny, :option-pack "Monster Manual", :armor-class 20, :str 1, :saving-throws {:con 6, :int 11, :wis 9, :cha 11}, :challenge 19, :con 10, :dex 20, :wis 17, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-vulnerability {:bludgeoning false, :piercing false, :slashing false}, :damage-immunity {:psychic true, :necrotic true, :piercing true, :slashing true, :bludgeoning true, :poison true}, :condition-immunity {:charmed true, :deafened true, :frightened true, :paralyzed true, :petrified true, :poisoned true, :prone true, :stunned true}}, :traits [{:name "Challenge Rating", :description "CR 18 (20,000XP)"} {:name "Avoidance", :description "If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."} {:name "Legendary Resistance (3/Day)", :description "If the demilich fails a saving throw, it can choose to succeed instead."} {:name "Turn Immunity", :description "The demilich is immune to effects that turn undead."} {:name "Howl (Recharge 5-6)", :type :action, :description "The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn."} {:name "Flight", :type :legendary-action, :description "The demilich flies up to half its flying speed."} {:type :legendary-action, :name "Cloud of Dust", :description "The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn."} {:name "Energy Drain (Costs 2 Actions)", :type :legendary-action, :description "Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic."} {:name "Vile Curse (Costs 3 Actions)", :type :legendary-action, :description "The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success."}]}, :ultroloth {:key :ultroloth, :int 18, :speed "30ft., fly 60ft. ", :name "Ultroloth", :alignment "neutral evil", :cha 19, :hit-points {:die-count 18, :die 8, :modifier 72}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 19, :skills {:intimidation 9, :perception 7, :stealth 8}, :str 16, :challenge 13, :con 18, :dex 16, :wis 15, :props {:language {:abyssal true, :infernal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:acid true, :poison true}, :condition-immunity {:charmed true, :frightened true, :poisoned true}}, :traits [{:name "Innate Spellcasting", :description "The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components: \nAt will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion \n3/day each: dimension door,fear, wall of fire \n1/day each: fire storm, mass suggestion "} {:name "Magic Resistance", :description "The ultroloth has advantage on saving throws against spells and other magical effects. "} {:name "Magic Weapons", :description "The ultroloth's weapon attacks are magical."} {:name "Multiattack", :type :action, :description "The ultroloth can use its Hypnotic Gaze and makes three melee attacks. "} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. "} {:type :action, :name "Hypnotic Gaze", :description "The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours. "} {:name "Teleport", :type :action, :description "The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. "}]}, :mud-mephit {:key :mud-mephit, :int 9, :speed "20 ft., fly 20 ft., swim 20 ft.", :name "Mud Mephit", :alignment "neutral evil", :cha 7, :hit-points {:die-count 6, :die 6, :modifier 6}, :type :elemental, :size :small, :option-pack "Monster Manual", :armor-class 11, :skills {:stealth 3}, :str 8, :challenge 0.25, :con 12, :dex 12, :wis 11, :props {:damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Death Burst", :description "When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn."} {:name "False Appearance", :description "While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud."} {:type :action, :name "Fists", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage."} {:type :action, :name "Mud Breath (Recharge 6)", :description "The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}, :pentadrone-rogue-variant- {:key :pentadrone-rogue-variant-, :int 10, :speed "40ft.", :name "Pentadrone (Rogue Variant)", :alignment "any non-lawful alignment", :cha 13, :hit-points {:die-count 5, :die 10, :modifier 5}, :type :construct, :size :large, :option-pack "Monster Manual", :armor-class 16, :skills {:perception 4}, :str 15, :challenge 2, :con 12, :dex 14, :wis 10, :props {:language {:modron true}}, :traits [{:name "Disintegration", :description "If the pentadrone dies, its body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas carrying."} {:type :action, :name "Multiattack", :description "The pentadrone makes five arm attacks."} {:type :action, :name "Arm", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target.\nHit: 5 (1d6 + 2) bludgeoning damage."} {:type :action, :name "Paralysis Gas (Recharge 5-6)", :description "The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC ll Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}, :nalfeshnee-summoning-variant- {:key :nalfeshnee-summoning-variant-, :int 19, :speed "20ft., fly 30ft.", :name "Nalfeshnee (Summoning Variant)", :alignment "chaotic evil", :cha 15, :hit-points {:die-count 16, :die 10, :modifier 96}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 18, :str 21, :saving-throws {:con 11, :int 9, :wis 6, :cha 7}, :challenge 13, :con 22, :dex 10, :wis 12, :props {:language {:abyssal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:type :action, :name "Summon Demon (1/Day)", :description "The demon chooses what to summon and attempts a magical summoning. A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."} {:name "Magic Resistance", :description "The nalfeshnee has advantage on saving throws against spells and other magical effects."} {:name "Multiattack", :type :action, :description "The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage."} {:type :action, :name "Claw", :description "Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 15 (3d6 + 5) slashing damage."} {:type :action, :name "Horror Nimbus (Recharge 5-6)", :description "The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours."} {:type :action, :name "Teleport", :description "The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."}]}, :gray-slaad {:key :gray-slaad, :int 13, :speed "30 ft.", :name "Gray Slaad", :alignment "chaotic neutral", :cha 14, :hit-points {:die-count 17, :die 8, :modifier 51}, :type :aberration, :size :medium, :option-pack "Monster Manual", :armor-class 18, :skills {:arcana 5, :perception 6}, :str 17, :challenge 9, :con 16, :dex 17, :wis 8, :props {:language {:slaad true, :telepathy-60-ft- true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name "Shapechanger", :description "The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. "} {:name "Innate Spellcasting", :description "The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components: \nAt will: detect magic, detect thoughts, invisibility (self only), mage hand, major image \n2/day each:fear,fly,fireball, tongues \n1/day: plane shift (self only) "} {:name "Magic Resistance", :description "The slaad has advantage on saving throws against spells and other magical effects. "} {:name "Magic Weapons", :description "The slaad's weapon attacks are magical. "} {:name "Regeneration", :description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. "} {:type :action, :name "Multiattack", :description "The slaad makes three attacks: one with its bite and two with its claws or greatsword. "} {:type :action, :name "Bite (Slaad Form Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. "} {:type :action, :name "Claws (Slaad Form Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. "} {:type :action, :name "Greatsword", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. "}]}, :spectator {:key :spectator, :int 13, :speed "0 ft., fly 30ft. (hover)", :name "Spectator", :alignment "lawful neutral", :cha 11, :hit-points {:die-count 6, :die 8, :modifier 12}, :type :aberration, :size :medium, :option-pack "Monster Manual", :armor-class 14, :skills {:perception 6}, :str 8, :challenge 3, :con 14, :dex 14, :condition-immunities "prone", :wis 14, :languages "telepathy 120ft, undercommon, deep speech", :props {:language {:telepathy-120ft- true, :undercommon true, :deep-speech true}, :condition-immunity {:prone true}}, :traits [{:type :action, :name "Bite", :description "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) piercing damage."} {:type :action, :name "Eye Rays", :description "The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn."} {:name "1. Confusion Ray", :type :action, :description "The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn."} {:name "2. Paralyzing Ray", :description "The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :type :action} {:description "The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.", :name "3. Fear Ray", :type :action} {:description "The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.", :name "4. Wounding Ray"} {:type :action, :description "The spectator magically creates enough food and water to sustain itself for 24 hours.", :name "Create Food and Water"} {:description "If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.", :name "Reaction: Spell Reflection"}]}, :tridrone-rogue-variant- {:key :tridrone-rogue-variant-, :int 9, :speed "30ft.", :name "Tridrone (Rogue Variant)", :alignment "any non-lawful alignment", :cha 9, :hit-points {:die-count 3, :die 8, :modifier 3}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class 15, :str 12, :challenge 0.5, :con 12, :dex 13, :wis 10, :props {:language {:modron true}}, :traits [{:name "Disintegration", :description "If the tridrone dies, its body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas carrying."} {:type :action, :name "Multiattack", :description "The tridrone makes three fist attacks or three\njavelin attacks."} {:type :action, :name "Fist", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:\n3 (1d4 + 1) bludgeoning damage."} {:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or\nrange 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage."}]}, :quadrone-rogue-variant- {:key :quadrone-rogue-variant-, :int 10, :speed "30ft., fly 30ft.", :name "Quadrone (Rogue Variant)", :alignment "any non-lawful alignment", :cha 11, :hit-points {:die-count 4, :die 8, :modifier 4}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class 16, :skills {:perception 2}, :str 12, :challenge 1, :con 12, :dex 14, :wis 10, :languages "modron", :props {:language {:modron true}}, :traits [{:name "Disintegration", :description "If the quadrone dies, its body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas carrying."} {:name "Multiattack", :type :action, :description "The quadrone makes two fist attacks or four\nshortbow attacks."} {:name "Fist", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:\n3 (1d4 + 1) bludgeoning damage.", :type :action} {:type :action, :name "Shortbow", :description "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}]}, :yochlol-summoning-variant- {:key :yochlol-summoning-variant-, :int 13, :speed "30ft., climb 30ft. ", :name "Yochlol (Summoning Variant)", :alignment "chaotic evil", :cha 15, :hit-points {:die-count 16, :die 8, :modifier 64}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 15, :skills {:deception 10, :insight 6}, :str 15, :saving-throws {:dex 6, :int 5, :wis 6, :cha 6}, :challenge 10, :con 18, :dex 14, :wis 15, :props {:language {:abyssal true, :elvish true, :undercommon true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Demon (1/Day)", :type :action, :description "The demon chooses what to summon and attempts a magical summoning. A yochlol has a 50 percent chance of summoning one yochlol. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."} {:name "Shapechanger", :description "The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."} {:name "Magic Resistance", :description "The yochlol has advantage on saving throws against spells and other magical effects. "} {:name "Spider Climb", :description "The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."} {:name "Innate Spellcasting", :description "The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components: \nAt will: detect thoughts, web \n1/day: dominate person "} {:name "Web Walker", :description "The yochlol ignores movement restrictions caused by webbing."} {:type :action, :name "Multiattack", :description "The yochlol makes two melee attacks. "} {:type :action, :name "Slam (Bite in Spider Form)", :description "Melee Weapon Attack: +6 to hit, reach 5 ft. (10ft. in demon form), one target. Hit: 5 (1d6 + 2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage."} {:type :action, :name "Mist Form", :description "The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. While in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated. "}]}, :nyacaloth {:key :nyacaloth, :int 12, :speed "40 ft., fly 60ft. ", :name "Nyacaloth", :alignment "neutral evil", :cha 15, :hit-points {:die-count 13, :die 10, :modifier 52}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 18, :skills {:intimidation 6, :perception 4, :stealth 4}, :str 20, :challenge 9, :con 19, :dex 11, :wis 10, :props {:language {:abyssal true, :infernal true, :telepathy-60-ft- true}, :damage-resistance {:cold true, :fire true, :bludgeoning true, :piercing true, :slashing true, :lightning true}, :damage-immunity {:acid true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Innate Spellcasting", :description "The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components: \nAt will: darkness, detect magic, dispel magic, invisibility (self only), mirror image "} {:name "Magic Resistance", :description "The nycaloth has advantage on saving throws against spells and other magical effects."} {:name "Magic Weapons", :description "The nycaloth's weapon attacks are magical. "} {:type :action, :name "Multiattack", :description "The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack."} {:type :action, :name "Claw", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. "} {:type :action, :name "Greataxe", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. "} {:type :action, :name "Teleport", :description "The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. "}]}, :gnoll-fang-of-yeenoghu {:key :gnoll-fang-of-yeenoghu, :int 10, :speed "30ft.", :name "Gnoll Fang of Yeenoghu", :alignment "chaotic evil", :cha 13, :hit-points {:die-count 10, :die 8, :modifier 20}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 14, :str 17, :saving-throws {:con 4, :wis 2, :cha 3}, :challenge 4, :con 15, :dex 15, :wis 11, :props {:language {:abyssal true, :gnoll true}}, :traits [{:name "Rampage", :description "When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll ca n take a bonus action to move up to half its speed and make a bite attack."} {:type :action, :name "Multiattack", :description "The gnoll makes three attacks: one with its bite and two with its claws."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage."} {:type :action, :name "Claw", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.Hit: 7 (1d8 + 3) slashing damage."}]}, :water-weird {:key :water-weird, :int 10, :speed "0 ft., swim 60 ft. ", :name "Water Weird", :alignment "neutral", :cha 10, :hit-points {:die-count 9, :die 10, :modifier 9}, :type :elemental, :size :large, :option-pack "Monster Manual", :armor-class 13, :str 17, :challenge 3, :con 13, :dex 16, :wis 10, :props {:language {:understands-aquan-but-doesnt-speak true}, :damage-resistance {:fire true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:grappled true, :paralyzed true, :poisoned true, :restrained true, :prone true, :unconscious true}}, :traits [{:name "Invisible in Water", :description "The water weird is invisible while fully immersed in water. "} {:name "Water Bound", :description "The water weird dies if it leaves the water to which it is bound or if that water is destroyed."} {:type :action, :name "Constrict", :description "Melee Weapon Attack: +5 to hit, reach 10ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target. "}]}, :quasit-familiar {:key :quasit-familiar, :int 7, :speed "40 ft.", :name "Quasit Familiar", :alignment "chaotic evil", :cha 10, :hit-points {:die-count 3, :die 4}, :type :fiend, :size :tiny, :option-pack "Monster Manual", :armor-class 13, :skills {:stealth 5}, :str 5, :challenge 1, :con 10, :dex 17, :wis 10, :props {:language {:abyssal true, :common true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Familiar", :description "The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the qua sit can end its service as a familiar, ending the telepathic bond."} {:name "Shapechanger", :description "The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10ft. fly 40ft.), a centipede (40ft., climb 40ft.), or a toad (40ft., swim 40ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."} {:name "Magic Resistance", :description "The quasit has advantage on saving throws against spells and other magical effects."} {:type :action, :name "Claws (Bite in Beast Form)", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "} {:type :action, :name "Scare (1/Day)", :description "One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success."} {:type :action, :name "Invisibility", :description "The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it."}]}, :pseudodragon-familiar {:key :pseudodragon-familiar, :int 10, :speed "15ft., fly 60ft. ", :name "Pseudodragon Familiar", :alignment "neutral good", :cha 10, :hit-points {:die-count 2, :die 4, :modifier 2}, :type :dragon, :size :tiny, :option-pack "Monster Manual", :armor-class 13, :skills {:perception 3, :stealth 4}, :str 6, :challenge 0.25, :con 13, :dex 15, :wis 12, :props {:language {:understands-common-and-draconic-but-cant-speak- true}}, :traits [{:name "Familiar", :description "The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond. "} {:name "Keen Senses", :description "The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. "} {:name "Magic Resistance", :description "The pseudodragon has advantage on saving throws against spells and other magical effects. "} {:name "Limited Telepathy", :description "The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. "} {:name "Bite", :type :action, :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. "} {:type :action, :name "Sting", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. "}]}, :young-remorhaz- {:key :young-remorhaz-, :int 3, :speed "30ft., burrow 20ft. ", :name "Young Remorhaz ", :alignment "unaligned", :cha 4, :hit-points {:die-count 11, :die 10, :modifier 33}, :type :monstrosity, :size :large, :option-pack "Monster Manual", :armor-class 14, :str 18, :challenge 5, :con 17, :dex 13, :wis 10, :props {:damage-immunity {:cold true, :fire true}}, :traits [{:name "Heated Body", :description "A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. "} {:name "Bite", :type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage."}]}, :dust-mephit-summoning-variant- {:damage-resistances "fire", :key :dust-mephit-summoning-variant-, :damage-vulnerabilities "fire", :int 9, :speed "30 ft., fly 30ft.", :name "Dust Mephit (Summoning Variant)", :damage-immunities "poison", :alignment "neutral evil", :cha 10, :hit-points {:die-count 5, :die 6}, :type :elemental, :size :small, :option-pack "Monster Manual", :armor-class 12, :skills {:perception 2, :stealth 4}, :str 5, :challenge 0.5, :con 10, :dex 14, :condition-immunities "poisoned", :wis 11, :languages "auran, terran", :props {:language {:auran true, :terran true}, :damage-vulnerability {:fire true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Death Burst", :description "When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success."} {:name "Innate Spellcasting (1/Day).", :description "The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma."} {:name "Claws", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.", :type :action} {:name "Summon Mephits (1/Day)", :description "The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :type :action} {:name "Blinding Breath (Recharge 6)", :type :action, :description "The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}, :sea-hag-coven-variant- {:key :sea-hag-coven-variant-, :int 12, :speed "30ft., swim 40ft. ", :name "Sea Hag (Coven Variant)", :alignment "chaotic evil", :cha 13, :hit-points {:die-count 7, :die 8, :modifier 21}, :type :fey, :size :medium, :option-pack "Monster Manual", :armor-class 14, :str 16, :challenge 4, :con 16, :dex 13, :wis 12, :props {:language {:aquan true, :common true, :giant true}}, :traits [{:name "Shared Spellcasting", :description "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: \n1st level (4 slots): identify, ray of sickness \n2nd level (3 slots): hold person, locate object \n3rd level (3 slots): bestow curse, counterspell, lightning bolt \n4th level (3 slots): phantasmal killer, polymorph \n5th level (2 slots): contact other plane, scrying \n6th level (1 slot): eye bite \nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 +the hag's Intelligence modifier, and the spell attack bonus is 4 +the hag's Intelligence modifier. "} {:name "Amphibious", :description "The hag can breathe air and water. "} {:name "Horrific Appearance", :description "Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. "} {:type :action, :name "Death Glare", :description "The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points."} {:type :action, :name "Illusory Appearance", :description "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. "}]}, :grick-alpha {:key :grick-alpha, :int 4, :speed "30ft., climb 30ft.", :name "Grick Alpha", :alignment "neutral", :cha 9, :hit-points {:die-count 10, :die 10, :modifier 20}, :type :monstrosity, :size :large, :option-pack "Monster Manual", :armor-class 18, :str 18, :challenge 7, :con 15, :dex 16, :wis 14, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:name "Stone Camouflage", :description "The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."} {:type :action, :name "Multiattack", :description "The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target."} {:type :action, :name "Tail", :description "Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage."} {:type :action, :name "Tentacles", :description "Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 22 (4d8 + 4) slashing damage."} {:type :action, :name "Beak", :description "Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) piercing damage."}]}, :nycaloth-summoning-variant- {:key :nycaloth-summoning-variant-, :int 12, :speed "40 ft., fly 60ft.", :name "Nycaloth (Summoning Variant)", :damage-immunities "acid, poison", :alignment "neutral evil", :cha 15, :hit-points {:die-count 13, :die 10, :modifier 52}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 18, :skills {:intimidation 6, :perception 4, :stealth 4}, :str 20, :challenge 9, :con 19, :dex 11, :condition-immunities "poisoned", :wis 10, :languages "abyssal, infernal, telepathy 60 ft", :props {:language {:abyssal true, :infernal true, :telepathy-60-ft- true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:acid true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Yugoloth (1/Day)", :type :action, :description "The yugoloth chooses what to summon and attempts a magical summoning. A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. "} {:name "Innate Spellcasting", :description "The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components: \nAt will: darkness, detect magic, dispel magic, invisibility (self only), mirror image"} {:name "Magic Resistance", :description "The nycaloth has advantage on saving throws against spells and other magical effects. "} {:name "Magic Weapons", :description "The nycaloth's weapon attacks are magical. "} {:type :action, :name "Multiattack", :description "The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. "} {:type :action, :name "Greataxe", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage."} {:type :action, :name "Teleport", :description "The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. "}]}, :grell {:key :grell, :int 12, :speed "10ft., fly 30ft. (hover)", :name "Grell", :alignment "neutral evil", :cha 9, :hit-points {:die-count 10, :die 8, :modifier 10}, :type :aberration, :size :medium, :option-pack "Monster Manual", :armor-class 12, :skills {:perception 4, :stealth 6}, :str 15, :challenge 3, :con 13, :dex 14, :wis 11, :props {:damage-immunity {:lightning true}, :condition-immunity {:blinded true, :prone true}, :language {:grell true}}, :traits [{:type :action, :name "Multiattack", :description "The grell makes two attacks: one with its tentacles and one with its beak."} {:type :action, :name "Tentacles", :description "Melee Weapon Attack: +4 to hit, reach 10ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it."} {:type :action, :name "Beak", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage."}]}, :beholder {:legendary-actions {:description "The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn."}, :key :beholder, :int 17, :speed "0 ft., fly 20ft. (hover)", :name "Beholder", :alignment "lawful evil", :cha 17, :hit-points {:die-count 19, :die 10, :modifier 76}, :type :aberration, :size :large, :option-pack "Monster Manual", :armor-class 18, :skills {:perception 12}, :str 10, :saving-throws {:int 8, :wis 7, :cha 8}, :challenge 13, :con 18, :dex 14, :wis 15, :props {:condition-immunity {:prone true}, :language {:deep-speech true, :undercommon true}}, :traits [{:name "Antimagic Cone", :description "The beholder's central eye creates an area of antimagic, as in the anti magic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage."} {:type :action, :name "Eye Rays", :description "The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:"} {:type :legendary-action, :description "The beholder uses one random eye ray.", :name "Eye Ray"} {:type :action, :name "1. Charm Ray", :description "The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. "} {:type :action, :name "2. Paralyzing Ray", :description "The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {:type :action, :name "3. Fear Ray", :description "The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "} {:type :action, :name "4. Slowing Ray", :description "The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "} {:type :action, :name "5. Enervation Ray", :description "The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. "} {:type :action, :name "6. Telekinetic Ray", :description "If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. "} {:type :action, :name "7. Sleep Ray", :description "The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. "} {:type :action, :name "8. Petrification Ray", :description "The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. "} {:type :action, :name "9. Disintegration Ray", :description "If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. "} {:type :action, :name "10. Death Ray", :description "The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. "}]}, :mezzoloth {:key :mezzoloth, :int 7, :speed "40 ft.", :name "Mezzoloth", :alignment "neutral evil", :cha 11, :hit-points {:die-count 10, :die 8, :modifier 30}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 18, :skills {:perception 3}, :str 18, :challenge 5, :con 16, :dex 11, :wis 10, :languages "abyssal, infernal, telepathy 60 ft", :props {:language {:abyssal true, :infernal true, :telepathy-60-ft- true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:acid true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Innate Spellcasting", :description "The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components:\n2/day each: darkness, dispel magic \n1/day: cloudkill"} {:name "Magic Resistance", :description "The mezzoloth has advantage on saving throws against spells and other magical effects. "} {:name "Magic Weapons", :description "The mezzoloth's weapon attacks are magical."} {:name "Multiattack", :type :action, :description "The mezzoloth makes two attacks: one with its claws and one with its trident."} {:type :action, :name "Claws", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. "} {:type :action, :name "Trident", :description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when held with two claws and used to make a melee attack. "} {:type :action, :name "Teleport", :description "The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. "}]}, :monodrone-rogue-variant- {:key :monodrone-rogue-variant-, :int 4, :speed "30ft., fly 30ft.", :name "Monodrone (Rogue Variant)", :alignment "any non-lawful alignment", :cha 5, :hit-points {:die-count 1, :die 8, :modifier 1}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class 15, :str 10, :challenge 0.125, :con 12, :dex 13, :wis 10, :props {:language {:modron true}}, :traits [{:name "Disintegration", :description "If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."} {:type :action, :name "Dagger", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage."} {:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage."}]}, :shadow-demon {:key :shadow-demon, :int 14, :speed "30ft., fly 30ft.", :name "Shadow Demon", :alignment "chaotic evil", :cha 14, :hit-points {:die-count 12, :die 8, :modifier 12}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 13, :skills {:stealth 7}, :str 1, :saving-throws {:dex 5, :cha 4}, :challenge 4, :con 12, :dex 17, :wis 13, :props {:language {:telepathy-120ft- true, :abyssal true}, :damage-vulnerability {:radiant true}, :damage-resistance {:acid true, :fire true, :necrotic true, :thunder true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:cold true, :lightning true, :poison true}, :condition-immunity {:grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}}, :traits [{:name "Incorporeal Movement", :description "The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."} {:name "Light Sensitivity", :description "While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:name "Shadow Stealth", :description "While in dim light or darkness, the demon can take the Hide action as a bonus action."} {:type :action, :name "Claws", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll , 17 (4d6 + 3) psychic damage."}]}, :peryton {:key :peryton, :int 9, :speed "20ft., fly 60ft.", :name "Peryton", :alignment "chaotic evil", :cha 10, :hit-points {:die-count 6, :die 8, :modifier 6}, :type :monstrosity, :size :medium, :option-pack "Monster Manual", :armor-class 13, :skills {:perception 5}, :str 16, :challenge 2, :con 13, :dex 12, :wis 12, :props {:language {:understands-common-and-elvish-but-cant-speak true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:name "Dive Attack", :description "If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target."} {:name "Flyby", :description "The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach."} {:name "Keen Sight and Smell", :description "The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell."} {:type :action, :name "Multiattack", :description "The peryton makes one gore attack and one talon attack."} {:type :action, :name "Gore", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."} {:type :action, :name "Talons", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage."}]}, :kuo-toa {:description "Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.", :key :kuo-toa, :int 11, :speed "30ft., swim 30ft.", :name "Kuo-toa", :alignment "neutral evil", :cha 8, :hit-points {:die-count 4, :die 8}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 13, :skills {:perception 4}, :str 13, :challenge 0.25, :con 11, :dex 10, :wis 10, :props {:language {:undercommon true}}, :traits [{:name "Amphibious", :description "The kuo-toa can breathe air and water."} {:name "Otherworldly Perception", :description "The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving."} {:name "Slippery", :description "The kuo-toa has advantage on ability checks and saving throws made to escape a grapple."} {:name "Sunlight Sensitivity", :description "While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage."} {:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack."} {:type :action, :name "Net", :description "Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net."} {:name "Reaction: Sticky Shield", :description "When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding."}]}, :revenant {:key :revenant, :int 13, :speed "30 ft.", :name "Revenant", :alignment "neutral", :cha 18, :hit-points {:die-count 16, :die 8, :modifier 64}, :type :undead, :size :medium, :option-pack "Monster Manual", :armor-class 13, :str 18, :saving-throws {:str 7, :con 7, :wis 6, :cha 7}, :challenge 5, :con 18, :dex 14, :wis 16, :props {:language {:the-languages-it-knew-in-life true}, :damage-resistance {:necrotic true, :psychic true}, :damage-immunity {:poison true}, :condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true, :stunned true}}, :traits [{:name "Regeneration", :description "The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. "} {:name "Rejuvenation", :description "When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. "} {:name "Turn Immunity", :description "The revenant is immune to effects that turn undead."} {:name "Vengeful Tracker", :description "The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. "} {:name "Multiattack", :description "The revenant makes two fist attacks. ", :type :action} {:name "Fist", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.", :type :action} {:name "Vengeful Glare", :type :action, :description "The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success. "}]}, :smoke-mephit {:description "Smoke mephits are crude, lazy creatures of air and fire that billow smoke constantly. They rarely speak the truth and love to mock and mislead other creatures.", :key :smoke-mephit, :int 10, :speed "30 ft., fly 30ft.", :name "Smoke Mephit", :alignment "neutral evil", :cha 11, :hit-points {:die-count 5, :die 6, :modifier 5}, :type :elemental, :size :small, :option-pack "Monster Manual", :armor-class 12, :skills {:perception 2, :stealth 4}, :str 6, :challenge 0.25, :con 12, :dex 14, :wis 10, :props {:damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}, :language {:auran true, :ignan true}}, :traits [{:name "Death Burst", :description "When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute."} {:name "Innate Spellcasting (1/Day)", :description "The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma."} {:name "Claws", :type :action, :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage"} {:type :action, :name "Cinder Breath (Recharge 6)", :description "The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn."}]}, :scarecrow {:key :scarecrow, :int 10, :speed "30 ft.", :name "Scarecrow", :alignment "chaotic evil", :cha 13, :hit-points {:die-count 8, :die 8}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class 11, :str 11, :challenge 1, :con 11, :dex 13, :wis 10, :props {:language {:understands-the-languages-of-its-creator-but-cant-speak- true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :damage-vulnerability {:fire true}, :condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true, :unconscious true}}, :traits [{:name "False Appearance", :description "While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow. "} {:type :action, :name "Multiattack", :description "The scarecrow makes two claw attacks. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn. "} {:type :action, :name "Terrifying Glare", :description "The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed."}]}, :diseased-giant-rat {:key :diseased-giant-rat, :int 2, :speed "30 ft.", :name "Diseased Giant Rat", :alignment "unaligned", :cha 4, :hit-points {:die-count 2, :die 6}, :type :beast, :size :small, :option-pack "Monster Manual", :armor-class 12, :str 7, :challenge 0.125, :con 11, :dex 15, :wis 10, :traits [{:name "Keen Smell", :description "The rat has advantage on Wisdom (Perception) checks that rely on smell. "} {:name "Pack Tactics", :description "The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. "} {:name "Bite", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. "}]}, :drider-spellcaster {:key :drider-spellcaster, :int 13, :speed "30ft., climb 30ft.", :name "Drider Spellcaster", :alignment "chaotic evil", :cha 12, :hit-points {:die-count 13, :die 10, :modifier 52}, :type :monstrosity, :size :large, :option-pack "Monster Manual", :armor-class 19, :skills {:perception 5, :stealth 9}, :str 16, :challenge 6, :con 18, :dex 16, :wis 16, :props {:language {:undercommon true, :elvish true}}, :traits [{:name "Fey Ancestry", :description "The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep."} {:name "Innate Spellcasting", :description "The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: \nAt will: dancing lights \n1/day each: darkness, faerie fire "} {:name "Spider Climb", :description "The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."} {:name "Sunlight Sensitivity", :description "While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. "} {:name "Web Walker", :description "The drider ignores movement restrictions caused by webbing."} {:name "Spellcasting", :description "The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list: \nCantrips (at will): poison spray, thaumaturgy \n1st level (4 slots): bane, detect magic, sanctuary \n2nd level (3 slots): hold person, silence \n3rd level (3 slots): clairvoyance, dispel magic \n4th level (2 slots): divination , freedom of movement "} {:type :action, :name "Multiattack", :description "The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. "} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands."} {:type :action, :name "Longbow", :description "Ranged Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage. "}]}, :hook-horror {:key :hook-horror, :int 6, :speed "30ft., climb 30ft.", :name "Hook Horror", :alignment "neutral", :cha 7, :hit-points {:die-count 10, :die 10, :modifier 20}, :type :monstrosity, :size :large, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 3}, :str 18, :challenge 3, :con 15, :dex 10, :wis 12, :props {:language {:hook-horror true}}, :traits [{:name "Echolocation", :description "The hook horror can't use its blindsight while deafened."} {:name "Keen Hearing", :description "The hook horror has advantage on Wisdom (Perception) checks that rely on hearing."} {:type :action, :name "Multiattack", :description "The hook horror makes two hook attacks."} {:type :action, :name "Hook", :description "Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) piercing damage."}]}, :spined-devil {:key :spined-devil, :int 11, :speed "20ft., fly 40ft.", :name "Spined Devil", :alignment "lawful evil", :cha 8, :hit-points {:die-count 5, :die 6, :modifier 5}, :type :fiend, :size :small, :option-pack "Monster Manual", :armor-class 13, :str 10, :challenge 2, :con 12, :dex 15, :wis 14, :props {:damage-resistance {:cold true, :bludgeoning true, :slashing true, :piercing true}, :language {:infernal true, :telepathy-120ft- true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Devil's Sight", :description "Magical darkness doesn't impede the devil's darkvision."} {:name "Flyby", :description "The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach."} {:name "Limited Spines", :description "The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest."} {:name "Magic Resistance", :description "The devil has advantage on saving throws against spells and other magical effects."} {:name "Multiattack", :description "The devil makes two attacks: one with its bite and one with its fork or two with its tail spin es.", :type :action} {:type :action, :name "Bite", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage."} {:type :action, :name "Fork", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage."} {:type :action, :name "Tail Spine", :description "Ranged Weapon Attack: +4 to hit, range 20/80ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage."}]}, :tridrone {:key :tridrone, :int 9, :speed "30ft.", :name "Tridrone", :alignment "lawful neutral", :cha 9, :hit-points {:die-count 3, :die 8, :modifier 3}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class 15, :str 12, :challenge 0.5, :con 12, :dex 13, :wis 10, :languages "modron", :props {:language {:modron true}}, :traits [{:name "Axiomatic Mind", :description "The tridrone can't be compelled to act in a\nmanner contrary to its nature or its instructions."} {:name "Disintegration", :description "If the tridrone dies, its body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas carrying."} {:name "Multiattack", :description "The tridrone makes three fist attacks or three\njavelin attacks.", :type :action} {:name "Fist", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:\n3 (1d4 + 1) bludgeoning damage.", :type :action} {:name "Javelin", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or\nrange 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.", :type :action}]}, :gnoll-pack-lord {:key :gnoll-pack-lord, :int 8, :speed "30ft.", :name "Gnoll Pack Lord", :alignment "chaotic evil", :cha 9, :hit-points {:die-count 9, :die 8, :modifier 9}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 15, :str 16, :challenge 2, :con 13, :dex 14, :wis 11, :props {:language {:gnoll true}}, :traits [{:name "Rampage", :description "When the gnoll reduces a creature to 0 hit points with a melee attack on its turn , the gnoll can take a bonus action to move up to half its speed and make a bite attack."} {:type :action, :name "Multiattack", :description "The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage."} {:type :action, :name "Glaive", :description "Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) slashing damage."} {:type :action, :name "Longbow", :description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage."} {:type :action, :name "Incite Rampage (Recharge 5-6)", :description "One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait."}]}, :psychic-gray-ooze {:description "A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psionic creatures such as mind flayers, suggesting that the ooze can sense and mimic psionic ability.", :key :psychic-gray-ooze, :int 6, :speed "10ft., climb 10ft.", :name "Psychic Gray Ooze", :alignment "unaligned", :cha 2, :hit-points {:die-count 3, :die 8, :modifier 9}, :type :ooze, :size :medium, :option-pack "Monster Manual", :armor-class 8, :skills {:stealth 2}, :str 12, :challenge 0.5, :con 16, :dex 6, :wis 6, :props {:damage-resistance {:acid true, :cold true, :fire true}, :condition-immunity {:blinded true, :charmed true, :deafened true, :frightened true, :prone true}}, :traits [{:name "Psychic Crush (Recharge 5-6)", :type :action, :description "The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one."} {:name "Amorphous", :description "The ooze can move through a space as narrow as 1 inch wide without squeezing."} {:name "Corrode Metal", :description "Any non magical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, non magical metal in 1 round."} {:name "False Appearance", :description "While the ooze remains motionless, it is\nindistinguishable from an oily pool or wet rock."} {:type :action, :name "Pseudopod", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing non magical metal armor, its armor is partly corroded and takes a permanent and cumulative - 1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."}]}, :satyr-pipes-variant- {:key :satyr-pipes-variant-, :int 12, :speed "40 ft.", :name "Satyr (Pipes Variant)", :alignment "chaotic neutral", :cha 14, :hit-points {:die-count 7, :die 8}, :type :fey, :size :medium, :option-pack "Monster Manual", :armor-class 14, :skills {:perception 2, :performance 6, :stealth 5}, :str 12, :challenge 0.5, :con 11, :dex 16, :wis 10, :props {:language {:common true, :elvish true, :sylvan true}}, :traits [{:name "Magic Resistance", :description "The satyr has advantage on saving throws against spells and other magical effects. "} {:name "Ram", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. "} {:type :action, :name "Shortsword", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. "} {:type :action, :name "Shortbow", :description "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {:type :action, :name "Panpipes", :description "The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creatures that can't be charmed are unaffected. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours. \nCharming Melody. The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately. \nFrightening Strain. The creature is frightened for 1 minute. \nGentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake. "}]}, :steam-mephit-summoning-variant- {:key :steam-mephit-summoning-variant-, :int 11, :speed "30ft., fly 30ft.", :name "Steam Mephit (Summoning Variant)", :damage-immunities "fire, poison", :alignment "neutral evil", :cha 12, :hit-points {:die-count 6, :die 6}, :type :elemental, :size :small, :option-pack "Monster Manual", :armor-class 10, :str 5, :challenge 0.25, :con 10, :dex 11, :condition-immunities "poisoned", :wis 10, :languages "aquan, ignan", :props {:language {:aquan true, :ignan true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Death Burst", :description "When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage."} {:name "Innate Spellcasting (1/Day)", :description "The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma."} {:name "Summon Mephits (1/Day)", :description "The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :type :action} {:type :action, :name "Claws", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage."} {:type :action, :name "Steam Breath (Recharge 6)", :description "The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one."}]}, :sahuagin-baron {:key :sahuagin-baron, :int 14, :speed "30ft., swim 50 ft.", :name "Sahuagin Baron", :alignment "lawful evil", :cha 17, :hit-points {:die-count 9, :die 10, :modifier 27}, :type :humanoid, :size :large, :option-pack "Monster Manual", :armor-class 16, :skills {:perception 7}, :str 19, :saving-throws {:dex 5, :con 6, :int 5, :wis 4}, :challenge 5, :con 16, :dex 15, :wis 13, :props {:language {:sahuagin true}}, :traits [{:name "Blood Frenzy", :description "The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. "} {:name "Limited Amphibiousness", :description "The sahuagin can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating. "} {:name "Shark Telepathy", :description "The sahuagin can magically command any shark within 120 feet of him, using a limited telepathy. "} {:name "Multiattack", :type :action, :description "The sahuagin makes three attacks: one with his bite and two with his claws or trident. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. "} {:type :action, :name "Trident", :description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. "}]}, :cambion {:key :cambion, :int 14, :speed "30ft., fly 60ft.", :name "Cambion", :alignment "any evil alignment", :cha 16, :hit-points {:die-count 11, :die 8, :modifier 33}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 19, :skills {:deception 6, :intimidation 6, :perception 4, :stealth 7}, :str 18, :saving-throws {:str 7, :con 6, :int 5, :cha 6}, :challenge 5, :con 16, :dex 18, :wis 12, :props {:damage-resistance {:cold true, :fire true, :poison true, :lightning true, :piercing true, :slashing true, :bludgeoning true}, :language {:abyssal true, :common true, :infernal true}}, :traits [{:name "Fiendish Blessing", :description "The AC of the cambion includes its Charisma bonus."} {:name "Innate Spellcasting", :description "The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: \n3/day each: alter self, command, detect magic\n1/day: plane shift (self only)"} {:type :action, :name "Multiattack", :description "The cambion makes two melee attacks or uses its Fire Ray twice."} {:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1 d6) fire damage."} {:type :action, :name "Fire Ray", :description "Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit: 10 (3d6) fire damage."} {:type :action, :name "Fiendish Charm", :description "One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours."}]}, :death-knight {:key :death-knight, :int 12, :speed "30ft.", :name "Death Knight", :alignment "chaotic evil", :cha 18, :hit-points {:die-count 19, :die 8, :modifier 95}, :type :undead, :size :medium, :option-pack "Monster Manual", :armor-class 20, :str 20, :saving-throws {:dex 6, :wis 9, :cha 10}, :challenge 17, :con 20, :dex 11, :wis 16, :props {:damage-immunity {:necrotic true, :poison true}, :condition-immunity {:frightened true, :poisoned true}, :language {:abyssal true, :common true}}, :traits [{:name "Magic Resistance", :description "The death knight has advantage on saving throws again st spells and other magical effects."} {:name "Marshal Undead", :description "Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead."} {:name "Spellcasting", :description "The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:\n1st level (4 slots): command, compelled duel, searing smite\n2nd level (3 slots): hold person, magic weapon\n3rd level (3 slots): dispel magic, elemental weapon\n4th level (3 slots): banishment, staggering smite\n5th level (2 slots): destructive wave (necrotic)"} {:type :action, :name "Multiattack", :description "The death knight makes three longsword attacks."} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage."} {:type :action, :name "Hellfire Orb (1/Day)", :description "The death knight hurls a magical ball of fire that explodes at a point it ca n see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one."} {:name "Reaction: Parry", :description "The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon."}]}, :death-slaad-control-gem-variant- {:key :death-slaad-control-gem-variant-, :int 15, :speed "30 ft.", :name "Death Slaad (Control Gem Variant)", :alignment "chaotic evil", :cha 16, :hit-points {:die-count 20, :die 8, :modifier 80}, :type :aberration, :size :medium, :option-pack "Monster Manual", :armor-class 18, :skills {:arcana 6, :perception 8}, :str 20, :challenge 10, :con 19, :dex 15, :wis 10, :props {:language {:slaad true, :telepathy-60-ft- true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name "Control Gem", :description "Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. "} {:name "Shapechanger", :description "The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. "} {:name "Innate Spellcasting", :description "The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: \nAt will: detect magic, detect thoughts, invisibility (self only), mage hand, major image \n2/day each: fear, fireball, fly, tongues \n1/day each: cloudkill, plane shift "} {:name "Magic Resistance", :description "The slaad has advantage on saving throws against spells and other magical effects. "} {:name "Magic Weapons", :description "The slaad's weapon attacks are magical. "} {:name "Regeneration", :description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. "} {:type :action, :name "Multiattack", :description "The slaad makes three attacks: one with its bite and two with its claws or greatsword."} {:type :action, :name "Bite (Slaad Form Only)", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. "} {:type :action, :name "Claws (Slaad Form Only)", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage. "} {:type :action, :name "Greatsword", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage. "}]}, :marid {:key :marid, :int 18, :speed "30ft., fly 60ft., swim 90ft.", :name "Marid", :alignment "chaotic neutral", :cha 18, :hit-points {:die-count 17, :die 10, :modifier 136}, :type :elemental, :size :large, :option-pack "Monster Manual", :armor-class 17, :str 22, :saving-throws {:dex 5, :wis 7, :cha 8}, :challenge 11, :con 26, :dex 12, :wis 17, :props {:damage-resistance {:acid true, :cold true, :lightning true}, :language {:aquan true}}, :traits [{:name "Amphibious", :description "The marid can breathe air and water."} {:name "Elemental Demise", :description "If the marid dies, its body disintegrates into a burst of water and foam , leaving behind only equipment the marid was wearing or carrying."} {:name "Innate Spellcasting", :description "The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit witn spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: create or destroy water, detect evil and good, detect magic,fog cloud, purify food and drink\n3/day each: tongues, water breathing, water walk\n1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift"} {:type :action, :name "Multiattack", :description "The marid makes two trident attacks."} {:type :action, :name "Trident", :description "Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack."} {:type :action, :name "Water Jet", :description "The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone."}]}, :red-slaad {:key :red-slaad, :int 6, :speed "30 ft.", :name "Red Slaad", :alignment "chaotic neutral", :cha 7, :hit-points {:die-count 11, :die 10, :modifier 33}, :type :aberration, :size :large, :option-pack "Monster Manual", :armor-class 14, :skills {:perception 1}, :str 16, :challenge 5, :con 16, :dex 12, :wis 6, :props {:language {:telepathy-60-ft- true, :slaad true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name "Magic Resistance", :description "The slaad has advantage on saving throws against spells and other magical effects. "} {:name "Regeneration", :description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point."} {:type :action, :name "Multiattack", :description "The slaad makes three attacks: one with its bite and two with its claws. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease-a minuscule slaad egg. A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated. "}]}, :sahuagin-priestess {:key :sahuagin-priestess, :int 12, :speed "30ft., swim 40ft. ", :name "Sahuagin Priestess", :alignment "lawful evil", :cha 13, :hit-points {:die-count 6, :die 8, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 12, :skills {:perception 6, :religion 3}, :str 13, :challenge 2, :con 12, :dex 11, :wis 14, :props {:language {:sahuagin true}}, :traits [{:name "Blood Frenzy", :description "The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. "} {:name "Limited Amphibiousness", :description "The sahuagin can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating. "} {:name "Shark Telepathy", :description "The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy. "} {:name "Spellcasting", :description "The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared: \nCantrips (at will): guidance, thaumaturgy \n1st level (4 slots): bless, detect magic, guiding bolt \n2nd level (3 slots): hold person, spiritual weapon (trident) \n3rd level (3 slots): mass healing word, tongues "} {:type :action, :name "Multiattack", :description "The sahuagin makes two attacks: one with her bite and one with her claws. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. "}]}, :bone-devil-polearm-variant- {:key :bone-devil-polearm-variant-, :int 13, :speed "40 ft., fly 40ft.", :name "Bone Devil (Polearm Variant)", :damage-immunities "fire, poison", :alignment "lawful evil", :cha 16, :hit-points {:die-count 15, :die 10, :modifier 60}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 19, :skills {:deception 7, :insight 6}, :str 18, :saving-throws {:int 5, :wis 6, :cha 7}, :challenge 9, :con 18, :dex 16, :condition-immunities "poisoned", :wis 14, :languages "infernal, telepathy 120ft", :props {:language {:infernal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Devil's Sight", :description "Magical darkness doesn't impede the devil's darkvision. "} {:name "Magic Resistance", :description "The devil has advantage on saving throws against spells and other magical effects. "} {:type :action, :name "Multiattack", :description "Option 1: The devil makes two attacks: one with its hooked polearm and one with its sting.\nOption 2: The devil makes three attacks: two with its claws and one with its sting. "} {:type :action, :name "Hooked Polearm", :description "Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the devil can't use its polearm on another target. "} {:type :action, :name "Sting", :description "Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "} {:name "Claw", :type :action, :description "Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 8 (1d8 + 4) slashing damage. "}]}, :ettercap-garrote-variant- {:key :ettercap-garrote-variant-, :int 7, :speed "30ft., climb 30ft. ", :name "Ettercap (Garrote Variant)", :alignment "neutral evil", :cha 8, :hit-points {:die-count 8, :die 8, :modifier 8}, :type :monstrosity, :size :medium, :option-pack "Monster Manual", :armor-class 13, :skills {:perception 3, :stealth 4, :survival 3}, :str 14, :challenge 2, :con 13, :dex 15, :wis 12, :traits [{:name "Spider Climb", :description "The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. "} {:name "Web Sense", :description "While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. "} {:name "Web Walker", :description "The ettercap ignores movement restrictions caused by webbing. "} {:type :action, :name "Multiattack", :description "The ettercap makes two attacks: one with its bite and one with its garrote."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "} {:type :action, :name "Web Garrote", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it. "} {:type :action, :name "Web (Recharge 5-6)", :description "Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. "}]}, :yuan-ti-malison-type-2- {:key :yuan-ti-malison-type-2-, :int 14, :speed "30 ft.", :name "Yuan-ti Malison (Type 2)", :alignment "neutral evil", :cha 16, :hit-points {:die-count 12, :die 8, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Monster Manual", :armor-class 12, :skills {:deception 5, :stealth 4}, :str 16, :challenge 3, :con 13, :dex 14, :wis 12, :props {:language {:abyssal true, :common true, :draconic true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Shapechanger", :description "The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. "} {:name "Innate Spellcasting (Yuan-ti Form Only)", :description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 1.3). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion "} {:name "Magic Resistance", :description "The yuan-ti has advantage on saving throws against spells and other magical effects."} {:name "Malison Type", :description "The yuan-ti has one of the following types: \nType 1: Human body with snake head \nType 2: Human head and body with snakes for arms \nType 3: Human head and upper body with a serpentine lower body instead of legs "} {:type :action, :name "Multiattack (Yuan-ti Form Only)", :description "The yuan-ti makes two bite attacks using its snake arms. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. "}]}, :piercer {:description "A rock-like shell encases a piercer's body, giving it the look and texture of a stalactite. That shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary rock formations.", :key :piercer, :int 1, :speed "5 ft., climb 5 ft.", :name "Piercer", :alignment "unaligned", :cha 3, :hit-points {:die-count 3, :die 8, :modifier 9}, :type :monstrosity, :size :medium, :option-pack "Monster Manual", :armor-class 15, :skills {:stealth 5}, :str 10, :challenge 0.5, :con 16, :dex 13, :wis 7, :traits [{:name "False Appearance", :description "While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite."} {:name "Spider Climb", :description "The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."} {:name "Drop", :type :action, :description "Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen."}]}, :ankylosaurus {:key :ankylosaurus, :int 2, :speed "30ft.", :name "Ankylosaurus", :alignment "unaligned", :cha 5, :hit-points {:die-count 8, :die 12, :modifier 16}, :type :beast, :size :huge, :option-pack "Monster Manual", :armor-class 15, :str 19, :challenge 3, :con 15, :dex 11, :wis 12, :traits [{:type :action, :name "Tail", :description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone."}]}, :poltergeist {:key :poltergeist, :int 10, :speed "0 ft., fly 50 ft. (hover) ", :name "Poltergeist", :alignment "chaotic evil", :cha 11, :hit-points {:die-count 5, :die 8}, :type :undead, :size :medium, :option-pack "Monster Manual", :armor-class 12, :str 1, :challenge 2, :con 11, :dex 14, :wis 10, :props {:language {:understands-all-languages-it-knew-in-life-but-cant-speak- true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:necrotic true, :poison true}, :condition-immunity {:charmed true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true, :unconscious true}}, :traits [{:name "Invisibility", :description "The poltergeist is invisible. "} {:name "Incorporeal Movement", :description "The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. "} {:name "Sunlight Sensitivity", :description "While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. "} {:type :action, :name "Forceful Slam", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage. "} {:type :action, :name "Telekinetic Thrust", :description "The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit. "}]}, :arcanaloth-summoning-variant- {:key :arcanaloth-summoning-variant-, :int 20, :speed "30ft., fly 30ft.", :name "Arcanaloth (Summoning Variant)", :damage-immunities "acid, poison", :alignment "neutral evil", :cha 17, :hit-points {:die-count 16, :die 8, :modifier 32}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 17, :skills {:arcana 13, :deception 9, :insight 9, :perception 7}, :str 17, :saving-throws {:dex 5, :int 9, :wis 7, :cha 7}, :challenge 12, :con 14, :dex 12, :condition-immunities "charmed, poisoned", :wis 16, :languages "all, telepathy 120ft", :props {:language {:all true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:acid true, :poison true}, :condition-immunity {:charmed true, :poisoned true}}, :traits [{:name "Summon Yugoloth (1/Day)", :type :action, :description "The yugoloth chooses what to summon and attempts a magical summoning. An arcanaloth has a 40 percent chance of summoning one arcanaloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. "} {:name "Innate Spellcasting", :description "The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: At will: alter self, darkness, heat metal, invisibility (self only), magic missile "} {:name "Magic Resistance", :description "The arcanaloth has advantage on saving throws against spells and other magical effects. "} {:name "Magic Weapons", :description "The arcanaloth's weapon attacks are magical."} {:name "Spellcasting", :description "The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: \nCantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation \n1st level (4 slots): detect magic, identify, shield, Tenser's floating disk \n2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion \n3rd level (3 slots): counterspeiiJear,fireball \n4th level (3 slots): banishment, dimension door \n5th level (2 slots): contact other plane, hold monster \n6th level (1 slot): chain lightning \n7th level (1 slot):.finger of death \n8th level (1 slot): mind blank "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. "} {:type :action, :name "Teleport", :description "The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. "}]}, :green-slaad {:key :green-slaad, :int 11, :speed "30 ft.", :name "Green Slaad", :alignment "chaotic neutral", :cha 12, :hit-points {:die-count 15, :die 10, :modifier 45}, :type :aberration, :size :large, :option-pack "Monster Manual", :armor-class 8, :skills {:arcana 3, :perception 2}, :str 18, :challenge 8, :con 16, :dex 15, :wis 8, :props {:language {:telepathy-60-ft- true, :slaad true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name "Shapechanger", :description "The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."} {:name "Innate Spellcasting", :description "The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components: \nAt will: detect magic, detect thoughts, mage hand \n2/day each: fear, invisibility (self only) \n1/day: fireball"} {:name "Magic Resistance", :description "The slaad has advantage on saving throws against spells and other magical effects. "} {:name "Regeneration", :description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. "} {:name "Multiattack", :type :action, :description "The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice. "} {:type :action, :name "Bite (Slaad Form Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. "} {:type :action, :name "Claw (Siaad Form Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. "} {:type :action, :name "Staff", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. "} {:name "Hurl Flame", :type :action, :description "Ranged Spell Attack: +4 to hit, range 60ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried. "}]}, :crawling-claw {:key :crawling-claw, :int 5, :speed "20 ft., climb 20ft.", :name "Crawling Claw", :alignment "neutral evil", :cha 4, :hit-points {:die-count 1, :die 4}, :type :undead, :size :tiny, :option-pack "Monster Manual", :armor-class 12, :str 13, :con 11, :dex 14, :wis 10, :props {:damage-immunity {:poison true}, :condition-immunity {:charmed true, :poisoned true}, :language {:understands-common-but-cant-speak true}}, :traits [{:name "Turn Immunity", :description "The claw is immune to effects that turn undead."} {:type :action, :name "Claw", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice)."}]}, :umber-hulk {:key :umber-hulk, :int 9, :speed "30ft., burrow 20 ft. ", :name "Umber Hulk", :alignment "chaotic evil", :cha 10, :hit-points {:die-count 11, :die 10, :modifier 33}, :type :monstrosity, :size :large, :option-pack "Monster Manual", :armor-class 18, :str 20, :challenge 5, :con 16, :dex 13, :wis 10, :props {:language {:umber-hulk true}}, :traits [{:name "Confusing Gaze", :description "When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it doe.s nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save. "} {:name "Tunneler", :description "The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake. "} {:name "Multiattack", :description "The umber hulk makes three attacks: two with its claws and one with its mandibles. ", :type :action} {:name "Claw", :type :action, :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. "} {:type :action, :name "Mandibles", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. "}]}, :mezzoloth-summoning-variant- {:key :mezzoloth-summoning-variant-, :int 7, :speed "40 ft.", :name "Mezzoloth (Summoning Variant)", :damage-immunities "acid, poison", :alignment "neutral evil", :cha 11, :hit-points {:die-count 10, :die 8, :modifier 30}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 18, :skills {:perception 3}, :str 18, :challenge 5, :con 16, :dex 11, :condition-immunities "poisoned", :wis 10, :languages "abyssal, infernal, telepathy 60 ft", :props {:language {:abyssal true, :infernal true, :telepathy-60-ft- true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:acid true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Yugoloth (1/Day)", :type :action, :description "The yugoloth chooses what to summon and attempts a magical summoning. A mezzoloth has a 30 percent chance of summoning one mezzoloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. "} {:name "Innate Spellcasting", :description "The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components:\n2/day each: darkness, dispel magic \n1/day: cloudkill"} {:name "Magic Resistance", :description "The mezzoloth has advantage on saving I throws against spells and other magical effects. "} {:name "Magic Weapons", :description "The mezzoloth's weapon attacks are magical."} {:type :action, :name "Multiattack", :description "The mezzoloth makes two attacks: one with its claws and one with its trident."} {:type :action, :name "Claws", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. "} {:type :action, :name "Trident", :description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (ld8 + 4) piercing damage when held with two claws and used to make a melee attack. "} {:type :action, :name "Teleport", :description "The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."}]}, :blue-slaad {:key :blue-slaad, :int 7, :speed "30 ft.", :name "Blue Slaad", :alignment "chaotic neutral", :cha 9, :hit-points {:die-count 13, :die 10, :modifier 52}, :type :aberration, :size :large, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 1}, :str 20, :challenge 7, :con 18, :dex 15, :wis 7, :props {:language {:slaad true, :telepathy-60-ft- true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name "Magic Resistance", :description "The slaad has advantage on saving throws against spells and other magical effects. "} {:name "Regeneration", :description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. "} {:type :action, :name "Multiattack", :description "The slaad makes three attacks: one with its bite and two with its claws. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation. "}]}, :glabrezu-summoning-variant- {:key :glabrezu-summoning-variant-, :int 19, :speed "40ft.", :name "Glabrezu (Summoning Variant)", :alignment "chaotic evil", :cha 16, :hit-points {:die-count 15, :die 10, :modifier 75}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 17, :str 20, :saving-throws {:str 9, :con 9, :wis 7, :cha 7}, :challenge 9, :con 21, :dex 15, :wis 17, :props {:language {:abyssal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire true, :piercing true, :slashing true, :bludgeoning true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Demon (1/Day)", :type :action, :description "The demon chooses what to summon and attempts a magical summoning. A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."} {:name "Innate Spellcasting", :description "The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:\nAt will: darkness, detect magic, dispel magic\n1/day each: confusion, fly, power word stun"} {:name "Magic Resistance", :description "The glabrezu has advantage on saving throws against spells and other magical effects."} {:type :action, :name "Multiattack", :description "The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell."} {:type :action, :name "Pincer", :description "Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target."} {:type :action, :name "Fist", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage."}]}, :balor-summoning-variant- {:key :balor-summoning-variant-, :int 20, :speed "40ft., fly 80ft.", :name "Balor (Summoning Variant)", :damage-immunities "fire, poison", :alignment "chaotic evil", :cha 22, :hit-points {:die-count 21, :die 12, :modifier 126}, :type :fiend, :size :huge, :option-pack "Monster Manual", :armor-class 19, :str 26, :saving-throws {:str 14, :con 12, :wis 9, :cha 12}, :challenge 19, :con 22, :dex 15, :condition-immunities "poisoned", :wis 16, :languages "abyssal, telepathy 120ft", :props {:language {:abyssal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :lightning true, :piercing true, :slashing true, :bludgeoning true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Demon (1/Day)", :description "The demon chooses what to summon and attempts a magical summoning. A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :type :action} {:name "Death Throes", :description "When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons."} {:name "Fire Aura", :description "At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage."} {:name "Magic Resistance", :description "The balor has advantage on saving throws against spells and other magical effects."} {:name "Magic Weapons", :description "The balor's weapon attacks are magical."} {:name "Multiattack", :type :action, :description "The balor makes two attacks: one with its longsword and one with its whip."} {:name "Longsword", :type :action, :description "Melee Weapon Attack:+ 14 to hit, reach 10ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice."} {:type :action, :name "Whip", :description "Melee Weapon Attack: +14 to hit, reach 30ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor."} {:type :action, :name "Teleport", :description "The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."}]}, :aarakroca {:key :aarakroca, :int 11, :speed "20 ft., fly 50 ft.", :name "Aarakroca", :alignment "neutral good", :cha 11, :hit-points {:die-count 3, :die 8}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 12, :skills {:perception 5}, :str 10, :challenge 0.25, :con 10, :dex 14, :wis 12, :props {:language {:auran true}}, :traits [{:name "Dive Attack", :description "If the Aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon\nattack, the attack deals an extra 3 (1d6) damage to the target."} {:type :action, :name "Talon", :description "Melee Weapon Attack:+4 to hit, reach 5 ft., one target.\nHit: 4 (ld4 + 2) slashing damage ."} {:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or\nrange 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}]}, :githzerai-zerth {:key :githzerai-zerth, :int 16, :speed "30 ft.", :name "Githzerai Zerth", :alignment "lawful neutral", :cha 12, :hit-points {:die-count 13, :die 8, :modifier 26}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 17, :skills {:arcana 6, :insight 6, :perception 6}, :str 13, :saving-throws {:str 4, :dex 7, :int 6, :wis 6}, :challenge 6, :con 15, :dex 18, :wis 17, :props {:language {:gith true}}, :traits [{:name "Innate Spellcasting (Psionics)", :description "The githzerai's spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components:\nAt will: mage hand (the hand is invisible)\n3/day each:feather fall, jump, see invisibility, shield\n1/day each: phantasmal killer, plane shift"} {:name "Psychic Defense", :description "While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."} {:type :action, :name "Multiattack", :description "The githzerai makes two unarmed strikes."} {:type :action, :name "Unarmed Strike", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack."}]}, :barlgura-summoning-variant- {:key :barlgura-summoning-variant-, :int 7, :speed "30ft., climb 30ft.", :name "Barlgura (Summoning Variant)", :alignment "chaotic evil", :cha 9, :hit-points {:die-count 8, :die 10, :modifier 24}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 5, :stealth 5}, :str 18, :saving-throws {:dex 5, :con 6}, :challenge 5, :con 16, :dex 15, :wis 14, :props {:language {:abyssal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire true, :lightning true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Demon (1/Day)", :type :action, :description "The demon chooses what to summon and attempts a magical summoning. A barlgura has a 30 percent chance of summoning one barlgura. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."} {:name "Innate Spellcasting", :description "The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:\n1/day each: entangle, phantasmal force\n2/day each: disguise self, invisibility (self only)"} {:name "Reckless", :description "At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."} {:name "Running Leap", :description "The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start."} {:type :action, :name "Multiattack", :description "The barlgura makes three attacks: one with its bite and two with its fists."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage."} {:type :action, :name "Fist", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage."}]}, :gray-slaad-control-gem-variant- {:key :gray-slaad-control-gem-variant-, :int 13, :speed "30 ft.", :name "Gray Slaad (Control Gem Variant)", :alignment "chaotic neutral", :cha 14, :hit-points {:die-count 17, :die 8, :modifier 51}, :type :aberration, :size :medium, :option-pack "Monster Manual", :armor-class 18, :skills {:arcana 5, :perception 6}, :str 17, :challenge 9, :con 16, :dex 17, :wis 8, :props {:language {:slaad true, :telepathy-60-ft- true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name "Control Gem", :description "Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. "} {:name "Shapechanger", :description "The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. "} {:name "Innate Spellcasting", :description "The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components: \nAt will: detect magic, detect thoughts, invisibility (self only), mage hand, major image \n2/day each: fear, fly, fireball, tongues \n1/day: plane shift (self only) "} {:name "Magic Resistance", :description "The slaad has advantage on saving throws against spells and other magical effects. "} {:name "Magic Weapons", :description "The slaad's weapon attacks are magical. "} {:name "Regeneration", :description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. "} {:type :action, :name "Multiattack", :description "The slaad makes three attacks: one with its bite and two with its claws or greatsword. "} {:type :action, :name "Bite (Slaad Form Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. "} {:type :action, :name "Claws (Slaad Form Only)", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. "} {:type :action, :name "Greatsword", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. "}]}, :manes {:key :manes, :int 3, :speed "20ft.", :name "Manes", :alignment "chaotic evil", :cha 4, :hit-points {:die-count 2, :die 6, :modifier 2}, :type :fiend, :size :small, :option-pack "Monster Manual", :armor-class 9, :str 10, :challenge 0.125, :con 13, :dex 9, :wis 8, :props {:damage-resistance {:cold true, :fire true, :lightning true}, :language {:understands-abyssal-but-cant-speak true}, :damage-immunity {:poison true}, :condition-immunity {:charmed true, :frightened true, :grappled false, :poisoned true}}, :traits [{:type :action, :name "Claws", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage."}]}, :faerie-dragon {:key :faerie-dragon, :int 14, :speed "10ft., fly 60ft.", :name "Faerie Dragon", :alignment "chaotic good", :cha 16, :hit-points {:die-count 4, :die 4, :modifier 4}, :type :dragon, :size :tiny, :option-pack "Monster Manual", :armor-class 15, :skills {:arcana 4, :perception 3, :stealth 7}, :str 3, :challenge 1, :con 13, :dex 20, :wis 12, :props {:language {:sylvan true, :draconic true}}, :traits [{:name "Challenge Rating", :description "CR: 1 (200 XP) for a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon"} {:name "Superior Invisibility", :description "As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it."} {:name "Limited Telepathy", :description "Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it."} {:name "Magic Resistance", :description "The dragon has advantage on saving throws against spells and other magical effects."} {:name "Innate Spellcasting", :description "The dragon's innate spellcasting ability is\nCharisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.\nRed, 1/day each: dancing lights, mage hand, minor illusion\nOrange, 1/day: color spray\nYellow, 1/day: mirror image\nGreen, 1/day: suggestion\nBlue, 1/day: major image\nIndigo, 1/day: hallucinatory terrain\nViolet, 1/day: polymorph"} {:type :action, :name "Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage."} {:type :action, :name "Euphoria Breath (Recharge 5-6)", :description "The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:\n1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.\n5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success."}]}, :kuo-toa-archpriest {:key :kuo-toa-archpriest, :int 13, :speed "30ft., swim 30ft.", :name "Kuo-toa Archpriest", :alignment "neutral evil", :cha 14, :hit-points {:die-count 13, :die 8, :modifier 39}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 13, :skills {:perception 9, :religion 6}, :str 16, :challenge 6, :con 16, :dex 14, :wis 16, :props {:language {:undercommon true}}, :traits [{:name "Amphibious", :description "The kuo-toa can breathe air and water."} {:name "Otherworldly Perception", :description "The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving."} {:name "Slippery", :description "The kuo-toa has advantage on ability checks and saving throws made to escape a grapple."} {:name "Sunlight Sensitivity", :description "While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:name "Spellcasting", :description "The kuo-toa is a 1Oth-level spell caster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:\nCantrips (at will): guidance, sacred flame, thaumaturgy\nlst level (4 slots): detect magic, sanctuary, shield of faith\n2nd level (3 slots): hold person, spiritual weapon\n3rd level (3 slots): spirit guardians, tongues\n4th level (3 slots): control water, divination\n5th level (2 slots): mass cure wounds, scrying"} {:type :action, :name "Multiattack", :description "The kuo-toa makes two melee attacks."} {:type :action, :name "Scepter", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) bludgeoning damage plus 14 (4d6) lightning damage."} {:type :action, :name "Unarmed Strike", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."}]}, :blue-slaad-control-gem-variant- {:key :blue-slaad-control-gem-variant-, :int 7, :speed "30 ft.", :name "Blue Slaad (Control Gem Variant)", :alignment "chaotic neutral", :cha 9, :hit-points {:die-count 13, :die 10, :modifier 52}, :type :aberration, :size :large, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 1}, :str 20, :challenge 7, :con 18, :dex 15, :wis 7, :props {:language {:slaad true, :telepathy-60-ft- true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name "Control Gem", :description "Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. "} {:name "Magic Resistance", :description "The slaad has advantage on saving throws against spells and other magical effects. "} {:name "Regeneration", :description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. "} {:name "Multiattack", :type :action, :description "The slaad makes three attacks: one with its bite and two with its claws. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation. "}]}, :myconid-sprout {:key :myconid-sprout, :int 8, :speed "10 ft.", :name "Myconid Sprout", :alignment "lawful neutral", :cha 5, :hit-points {:die-count 2, :die 6}, :type :plant, :size :small, :option-pack "Monster Manual", :armor-class 10, :str 8, :con 10, :dex 10, :wis 11, :traits [{:name "Distress Spores", :description "When the myconid takes damage, all other\nmyconids within 240 feet of it can sense its pain."} {:name "Sun Sickness", :description "While in sunlight, the myconid has disadvantage\non ability checks, attack rolls, and saving throws. The myconid\ndies if it spends more than 1 hour in direct sunlight."} {:type :action, :name "Fist", :description "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage plus 2 (1d4) poison damage."} {:type :action, :name "Rapport Spores (3/Day)", :description "A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour."}]}, :ice-devil-spear-variant- {:key :ice-devil-spear-variant-, :int 18, :speed "40ft.", :name "Ice Devil (Spear Variant)", :damage-immunities "fire, cold, poison", :alignment "lawful evil", :cha 18, :hit-points {:die-count 19, :die 10, :modifier 76}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 18, :str 21, :saving-throws {:dex 7, :con 9, :wis 7, :cha 9}, :challenge 14, :con 18, :dex 14, :condition-immunities "poisoned", :wis 15, :languages "infernal, telepathy 120ft", :props {:language {:infernal true, :telepathy-120ft- true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true, :cold true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Devil's Sight", :description "Magical darkness doesn't impede the devil's darkvision. "} {:name "Magic Resistance", :description "The devil has advantage on saving throws against spells and other magical effects. "} {:name "Multiattack", :type :action, :description "Option 1: The devil makes two attacks: one with its spear and one with its tail. \nOption 2: The devil makes three attacks: one with its bite, one with its claws, and one with its tail. "} {:name "Ice Spear", :type :action, :description "Melee Weapon Attack:+ 10 to hit, reach 10ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "} {:type :action, :name "Tail", :description "Melee Weapon Attack:+ 10 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. "} {:type :action, :name "Wall of ice (Recharge 6)", :description "The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. "} {:type :action, :name "Bite", :description "Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. "}]}, :vampire-warrior {:legendary-actions {:description "The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn."}, :key :vampire-warrior, :int 17, :speed "30 ft.", :name "Vampire Warrior", :alignment "lawful evil", :cha 18, :hit-points {:die-count 17, :die 8, :modifier 68}, :type :undead, :size :medium, :option-pack "Monster Manual", :armor-class 18, :skills {:perception 7, :stealth 9}, :str 18, :saving-throws {:dex 9, :wis 7, :cha 9}, :challenge 15, :con 18, :dex 18, :wis 15, :languages "the languages it knew in life", :props {:language {:the-languages-it-knew-in-life true}, :damage-resistance {:necrotic true, :bludgeoning true, :piercing true, :slashing true}}, :traits [{:name "Shapechanger", :description "If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. "} {:name "Legendary Resistance (3/Day)", :description "If the vampire fails a saving throw, it can choose to succeed instead. "} {:name "Misty Escape", :description "When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead offal ling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. "} {:name "Regeneration", :description "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. "} {:name "Spider Climb", :description "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. "} {:name "Vampire Weaknesses", :description "The vampire has the following flaws: \nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. \nStake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. \nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. "} {:name "Multiattack (Vampire Form Only)", :description "Option 1: The vampire makes two greatsword attacks.\nOption 2: The vampire makes two other attacks, only one of which can be a bite attack. ", :type :action} {:type :action, :name "Greatsword", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. "} {:name "Bite (Bat or Vampire Form Only)", :type :action, :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. "} {:name "Charm", :type :action, :description "The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. "} {:name "Children of the Night (1/Day)", :type :action, :description "The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. "} {:type :legendary-action, :name "Move", :description "The vampire moves up to its speed without provoking opportunity attacks. "} {:type :legendary-action, :name "Unarmed Strike", :description "The vampire makes one unarmed strike. "} {:type :legendary-action, :name "Bite (Costs 2 Actions)", :description "The vampire makes one bite attack."} {:name "Unarmed Strike (Vampire Form Only)", :type :action, :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). "}]}, :arcanaloth {:key :arcanaloth, :int 20, :speed "30ft., fly 30ft. ", :name "Arcanaloth", :alignment "neutral evil", :cha 17, :hit-points {:die-count 16, :die 8, :modifier 32}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 17, :skills {:arcana 13, :deception 9, :insight 9, :perception 7}, :str 17, :saving-throws {:dex 5, :int 9, :wis 7, :cha 7}, :challenge 12, :con 14, :dex 12, :wis 16, :props {:language {:all true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:acid true, :poison true}, :condition-immunity {:charmed true, :poisoned true}}, :traits [{:name "Innate Spellcasting", :description "The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: \nAt will: alter self, darkness, heat metal, invisibility (self only), magic missile "} {:name "Magic Resistance", :description "The arcanaloth has advantage on saving throws against spells and other magical effects. "} {:name "Magic Weapons", :description "The arcanaloth's weapon attacks are magical."} {:name "Spellcasting", :description "The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: \nCantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation \n1st level (4 slots): detect magic, identify, shield, Tenser's floating disk \n2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion \n3rd level (3 slots): counterspeiiJear,fireball \n4th level (3 slots): banishment, dimension door \n5th level (2 slots): contact other plane, hold monster \n6th level (1 slot): chain lightning \n7th level (1 slot): finger of death \n8th level (1 slot): mind blank "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one."} {:type :action, :name "Teleport", :description "The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. "}]}, :needle-blight {:key :needle-blight, :int 4, :speed "30 ft.", :name "Needle Blight", :alignment "neutral evil", :cha 3, :hit-points {:die-count 2, :die 8, :modifier 2}, :type :plant, :size :medium, :option-pack "Monster Manual", :armor-class 12, :str 12, :challenge 0.25, :con 13, :dex 12, :wis 8, :props {:condition-immunity {:blinded true, :deafened true}, :language {:understands-common-but-cant-speak true}}, :traits [{:type :action, :name "Claws", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage."} {:type :action, :name "Needles", :description "Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage."}]}, :galeb-duhr {:key :galeb-duhr, :int 11, :speed "15ft. (30ft. when rolling, 60ft. rolling downhill)", :name "Galeb Duhr", :alignment "neutral", :cha 11, :hit-points {:die-count 9, :die 8, :modifier 45}, :type :elemental, :size :medium, :option-pack "Monster Manual", :armor-class 16, :str 20, :challenge 6, :con 20, :dex 14, :wis 12, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:paralyzed true, :petrified true, :poisoned true}, :language {:terran true}}, :traits [{:name "False Appearance", :description "While the galeb duhr remains motionless, it is indistinguishable from a normal boulder."} {:name "Rolling Charge", :description "If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone."} {:type :action, :name "Slam", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage."} {:type :action, :name "Animate Boulders (1/Day)", :description "The galeb duhr magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to l minute (as if concentrating on a spell)."}]}, :death-slaad {:key :death-slaad, :int 15, :speed "30 ft.", :name "Death Slaad", :alignment "chaotic evil", :cha 16, :hit-points {:die-count 20, :die 8, :modifier 80}, :type :aberration, :size :medium, :option-pack "Monster Manual", :armor-class 18, :skills {:arcana 6, :perception 8}, :str 20, :challenge 10, :con 19, :dex 15, :wis 10, :props {:language {:slaad true, :telepathy-60-ft- true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}}, :traits [{:name "Shapechanger", :description "The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."} {:name "Innate Spellcasting", :description "The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: \nAt will: detect magic, detect thoughts, invisibility (self only), mage hand, major image \n2/day each: fear, fireball, fly, tongues \n1/day each: cloudkill, plane shift"} {:name "Magic Resistance", :description "The slaad has advantage on saving throws against spells and other magical effects. "} {:name "Magic Weapons", :description "The slaad's weapon attacks are magical."} {:name "Regeneration", :description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. "} {:type :action, :name "Multiattack", :description "The slaad makes three attacks: one with its bite and two with its claws or greatsword. "} {:type :action, :name "Bite (Slaad Form Only)", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 5) piercing damage plus 7 (2d6) necrotic damage. "} {:type :action, :name "Claws (Slaad Form Only)", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage. "} {:type :action, :name "Greatsword", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage. "}]}, :nothic {:description "A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones.", :key :nothic, :int 13, :speed "30ft.", :name "Nothic", :alignment "neutral evil", :cha 8, :hit-points {:die-count 6, :die 8, :modifier 18}, :type :aberration, :size :medium, :option-pack "Monster Manual", :armor-class 15, :skills {:arcana 3, :insight 4, :perception 2, :stealth 5}, :str 14, :challenge 2, :con 16, :dex 16, :wis 10, :props {:language {:undercommon true}}, :traits [{:name "Keen Sight", :description "The nothic has advantage on Wisdom (Perception) checks that rely on sight."} {:type :action, :name "Multiattack", :description "The nothic makes two claw attacks."} {:type :action, :name "Claw", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) slashing damage."} {:type :action, :name "Rotting Gaze", :description "The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage."} {:type :action, :name "Weird Insight", :description "The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed."}]}, :yuan-ti-malison-type-1- {:key :yuan-ti-malison-type-1-, :int 14, :speed "30 ft.", :name "Yuan-ti Malison (Type 1)", :alignment "neutral evil", :cha 16, :hit-points {:die-count 12, :die 8, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Monster Manual", :armor-class 12, :skills {:deception 5, :stealth 4}, :str 16, :challenge 3, :con 13, :dex 14, :wis 12, :props {:language {:abyssal true, :draconic true, :common true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Shapechanger", :description "The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. "} {:name "Innate Spellcasting (Yuan-ti Form Only)", :description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 1.3). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion "} {:name "Magic Resistance", :description "The yuan-ti has advantage on saving throws against spells and other magical effects. "} {:name "Malison Type", :description "The yuan-ti has one of the following types: \nType 1: Human body with snake head \nType 2: Human head and body with snakes for arms \nType 3: Human head and upper body with a serpentine lower body instead of legs "} {:name "Multiattack (Yuan-ti Form Only)", :type :action, :description "The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. "} {:type :action, :name "Scimitar (Yuan-ti Form Only)", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."} {:type :action, :name "Longbow (Yuan-ti Form Only)", :description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. "}]}, :vampire-spellcaster {:legendary-actions {:description "The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn."}, :key :vampire-spellcaster, :int 17, :speed "30 ft.", :name "Vampire Spellcaster", :alignment "lawful evil", :cha 18, :hit-points {:die-count 17, :die 8, :modifier 68}, :type :undead, :size :medium, :option-pack "Monster Manual", :armor-class 16, :skills {:perception 7, :stealth 9}, :str 18, :saving-throws {:dex 9, :wis 7, :cha 9}, :challenge 15, :con 18, :dex 18, :wis 15, :props {:language {:the-languages-it-knew-in-life true}, :damage-resistance {:necrotic true, :bludgeoning true, :piercing true, :slashing true}}, :traits [{:name "Spellcasting", :description "The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The vampire has the following wizard spells prepared: \nCantrips (at will): mage hand, prestidigitation, ray of frost \n1st level (4 slots): comprehend languages,fogcloud, sleep \n2nd level (3 slots): detect thoughts, gust of wind, mirror image \n3rd level (3 slots): animate dead, bestow curse, nondetection \n4th level (3 slots): blight, greater invisibility \n5th level (1 slot): dominate person "} {:name "Shapechanger", :description "If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. "} {:name "Legendary Resistance (3/Day)", :description "If the vampire fails a saving throw, it can choose to succeed instead. "} {:name "Misty Escape", :description "When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead offal ling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. "} {:name "Regeneration", :description "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. "} {:name "Spider Climb", :description "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."} {:name "Vampire Weaknesses", :description "The vampire has the following flaws: \nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. \nStake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. \nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."} {:type :action, :name "Multiattack (Vampire Form Only)", :description "The vampire makes two attacks, only one of which can be a bite attack. "} {:name "Unarmed Strike (Vampire Form Only)", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). ", :type :action} {:name "Bite (Bat or Vampire Form Only)", :type :action, :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. "} {:type :action, :name "Charm", :description "The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. "} {:type :action, :name "Children of the Night (1/Day)", :description "The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. "} {:type :legendary-action, :name "Move", :description "The vampire moves up to its speed without provoking opportunity attacks. "} {:type :legendary-action, :name "Unarmed Strike", :description "The vampire makes one unarmed strike. "} {:type :legendary-action, :name "Bite (Costs 2 Actions)", :description "The vampire makes one bite attack. "}]}, :flumph {:key :flumph, :int 14, :speed "5 ft., fly 30ft.", :name "Flumph", :alignment "lawful good", :cha 11, :hit-points {:die-count 2, :die 6}, :type :aberration, :size :small, :option-pack "Monster Manual", :armor-class 12, :skills {:arcana 4, :history 4, :religion 4}, :str 6, :challenge 0.125, :con 10, :dex 15, :wis 14, :props {:language {:understands-undercommon-but-cant-speak true, :telepathy-60-ft- true}, :damage-vulnerability {:psychic true}}, :traits [{:name "Advanced Telepathy", :description "The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy."} {:name "Prone Deficiency", :description "If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds."} {:name "Telepathic Shroud", :description "The flu mph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells."} {:name "Tendrils", :type :action, :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage."} {:type :action, :name "Stench Spray (1/Day)", :description "Each creature in a 15-foot cone\noriginating from the flumph must succeed on a DC 10\nDexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar."}]}, :swarm-of-centipedes {:key :swarm-of-centipedes, :int 1, :speed "20ft., climb 20ft.", :name "Swarm of Centipedes", :alignment "unaligned", :cha 1, :hit-points {:die-count 5, :die 8}, :type :beast, :size :medium, :option-pack "Monster Manual", :armor-class 12, :str 3, :challenge 0.5, :con 10, :dex 13, :wis 7, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :prone true, :restrained true, :stunned true}}, :traits [{:name "Lingering Poison", :description "A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. "} {:name "Swarm", :description "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. "} {:name "Bites", :description "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. ", :type :action}]}, :bullywug {:key :bullywug, :int 7, :speed "20ft., swim 40ft.", :name "Bullywug", :alignment "neutral evil", :cha 7, :hit-points {:die-count 2, :die 8, :modifier 2}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 15, :skills {:stealth 3}, :str 12, :challenge 0.25, :con 13, :dex 12, :wis 10, :props {:language {:bullywug true}}, :traits [{:name "Amphibious", :description "The bullywug can breathe air and water."} {:name "Speak with Frogs and Toads", :description "The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug."} {:name "Swamp Camouflage", :description "The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."} {:name "Standing Leap", :description "The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."} {:type :action, :name "Multiattack", :description "The bullywug makes two melee attacks: one with its bite and one with its spear."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage."} {:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack."}]}, :chasme {:key :chasme, :int 11, :speed "20ft., fly 60 ft.", :name "Chasme", :alignment "chaotic evil", :cha 10, :hit-points {:die-count 13, :die 10, :modifier 13}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 5}, :str 15, :saving-throws {:dex 5, :wis 5}, :challenge 6, :con 12, :dex 15, :wis 14, :props {:language {:abyssal true, :telepathy-120ft- true}, :damage-immunity {:cold false, :fire false, :lightning false, :poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :condition-immunity {:poisoned true}}, :traits [{:name "Drone", :description "The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours."} {:name "Magic Resistance", :description "The chasme has advantage on saving throws against spells and other magical effects."} {:name "Spider Climb", :description "The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."} {:type :action, :name "Proboscis", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration."}]}, :vine-blight {:key :vine-blight, :int 5, :speed "10ft.", :name "Vine Blight", :alignment "neutral evil", :cha 3, :hit-points {:die-count 4, :die 8, :modifier 8}, :type :plant, :size :medium, :option-pack "Monster Manual", :armor-class 12, :skills {:stealth 1}, :str 15, :challenge 0.5, :con 14, :dex 8, :wis 10, :props {:condition-immunity {:blinded true, :deafened true}, :language {:common true}}, :traits [{:name "False Appearance", :description "While the blight remains motionless, it is indistinguishable from a tangle of vines."} {:type :action, :name "Constrict", :description "Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target."} {:type :action, :name "Entangling Plants (Recharge 5-6)", :description "Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success."}]}, :hezrou-summoning-variant- {:key :hezrou-summoning-variant-, :int 5, :speed "30ft.", :name "Hezrou (Summoning Variant)", :alignment "chaotic evil", :cha 13, :hit-points {:die-count 13, :die 10, :modifier 65}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 16, :str 19, :saving-throws {:str 7, :con 8, :wis 4}, :challenge 8, :con 20, :dex 17, :wis 12, :props {:language {:abyssal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:type :action, :name "Summon Demon (1/Day)", :description "The demon chooses what to summon and attempts a magical summoning. A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."} {:name "Magic Resistance", :description "The hezrou has advantage on saving throws against spells and other magical effects."} {:name "Stench", :description "Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours."} {:type :action, :name "Multiattack", :description "The hezrou makes three attacks: one with its bite and two with its claws."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage."} {:type :action, :name "Claw", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."}]}, :goristro {:key :goristro, :int 6, :speed "40ft.", :name "Goristro", :alignment "chaotic evil", :cha 14, :hit-points {:die-count 23, :die 12, :modifier 161}, :type :fiend, :size :huge, :option-pack "Monster Manual", :armor-class 19, :skills {:perception 7}, :str 25, :saving-throws {:str 13, :dex 6, :con 13, :wis 7}, :challenge 17, :con 25, :dex 11, :wis 13, :props {:language {:abyssal true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Charge", :description "If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone."} {:name "Labyrinthine Recall", :description "The goristro can perfectly recall any path it has traveled."} {:name "Magic Resistance", :description "The goristro has advantage on saving throws against spells and other magical effects."} {:name "Siege Monster", :description "The goristro deals double damage to objects and structures."} {:type :action, :name "Multiattack", :description "The goristro makes three attacks: two with its fists and one with its hoof."} {:type :action, :name "Fist", :description "Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage."} {:type :action, :name "Hoof", :description "Melee Weapon Attack:+ 13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone."} {:type :action, :name "Gore", :description "Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 45 (7dl0 + 7) piercing damage."}]}, :death-tyrant {:legendary-actions {:description "The death tyrant can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The tyrant regains spent legendary actions at the start of its turn."}, :key :death-tyrant, :int 19, :speed "0 ft., fly 20ft. (hover)", :name "Death Tyrant", :damage-immunities "poison", :alignment "lawful evil", :cha 19, :hit-points {:die-count 25, :die 10, :modifier 50}, :type :undead, :size :large, :option-pack "Monster Manual", :armor-class 19, :skills {:perception 12}, :str 10, :saving-throws {:str 5, :con 7, :int 9, :wis 7, :cha 9}, :challenge 14, :con 14, :dex 14, :condition-immunities "charmed, paralyzed, petrified, poisoned, prone", :wis 15, :languages "deep speech, undercommon", :props {:language {:deep-speech true, :undercommon true}, :damage-immunity {:poison true}, :condition-immunity {:charmed true, :paralyzed true, :petrified true, :poisoned true, :prone true}}, :traits [{:name "Negative Energy Cone", :description "The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active. Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage."} {:type :action, :name "Eye Rays", :description "The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:"} {:name "1. Charm Ray", :type :action, :description "The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the beholder harms the creature."} {:name "2. Paralyzing Ray", :description "The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :type :action} {:name "3. Fear Ray", :description "The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :type :action} {:name "4. Slowing Ray", :description "The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :type :action} {:name "5. Enervation Ray", :description "The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.", :type :action} {:name "6. Telekinetic Ray", :description "If the target is a creature, it must succeed on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the ray's telekinetic grip until the start of the tyrant's next turn or until the tyrant is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.", :type :action} {:name "7. Sleep Ray", :description "The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. Th is ray has no effect on constructs and undead.", :type :action} {:name "8. Petrification Ray", :description "The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.", :type :action} {:name "9. Disintegration Ray", :description "If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10·foot cube of it.", :type :action} {:name "10. Death Ray", :description "Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55(10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.", :type :action} {:description "The death tyrant uses one random eye ray.", :name "Eye Ray", :type :legendary-action}]}, :kuo-toa-monitor {:key :kuo-toa-monitor, :int 12, :speed "30ft., swim 30 ft.", :name "Kuo-toa Monitor", :alignment "neutral evil", :cha 11, :hit-points {:die-count 10, :die 8, :modifier 20}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 13, :skills {:perception 6, :religion 4}, :str 14, :challenge 3, :con 14, :dex 10, :wis 14, :props {:language {:undercommon true}}, :traits [{:name "Amphibious", :description "The kuo-toa can breathe air and water."} {:name "Otherworldly Perception", :description "The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving."} {:name "Slippery", :description "The kuo-toa has advantage on ability checks and saving throws made to escape a grapple."} {:name "Sunlight Sensitivity", :description "While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:type :action, :name "Multiattack", :description "The kuo-toa makes one bite attack and two unarmed strikes."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage."} {:type :action, :name "Unarmed Strike", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn."}]}, :goblin-boss {:key :goblin-boss, :int 10, :speed "30ft.", :name "Goblin Boss", :alignment "neutral evil", :cha 10, :hit-points {:die-count 6, :die 6}, :type :humanoid, :size :small, :option-pack "Monster Manual", :armor-class 17, :skills {:stealth 6}, :str 10, :challenge 1, :con 10, :dex 14, :wis 8, :props {:language {:common true, :goblin true}}, :traits [{:name "Nimble Escape", :description "The goblin can take the Disengage or Hide action as a bonus action on each of its turns."} {:type :action, :name "Multiattack", :description "The goblin makes two attacks with its scimitar. The second attack has disadvantage."} {:type :action, :name "Scimitar", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage."} {:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."} {:name "Reaction: Redirect Attack", :description "When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead."}]}, :barlgura {:key :barlgura, :int 7, :speed "30ft., climb 30ft.", :name "Barlgura", :alignment "chaotic evil", :cha 9, :hit-points {:die-count 8, :die 10, :modifier 24}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 5, :stealth 5}, :str 18, :saving-throws {:con 6, :dex 5}, :challenge 5, :con 16, :dex 15, :wis 14, :props {:language {:abyssal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire true, :lightning true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Innate Spellcasting", :description "The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:\n1/day each: entangle, phantasmal force\n2/day each: disguise self, invisibility (self only)"} {:name "Reckless", :description "At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."} {:name "Running Leap", :description "The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start."} {:type :action, :name "Multiattack", :description "The barlgura makes three attacks: one with its bite and two with its fists."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage."} {:type :action, :name "Fist", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (ldlO + 4) bludgeoning damage."}]}, :kuo-toa-whip {:key :kuo-toa-whip, :int 12, :speed "30ft., swim 30 ft.", :name "Kuo-toa Whip", :alignment "neutral evil", :cha 11, :hit-points {:die-count 10, :die 8, :modifier 20}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 11, :skills {:perception 6, :religion 4}, :str 14, :challenge 1, :con 14, :dex 10, :wis 14, :props {:language {:undercommon true}}, :traits [{:name "Amphibious", :description "The kuo-toa can breathe air and water."} {:name "Otherworldly Perception", :description "The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving."} {:name "Slippery", :description "The kuo-toa has advantage on ability checks and saving throws made to escape a grapple."} {:name "Sunlight Sensitivity", :description "While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:name "Spellcasting", :description "The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:\nCantrips (at will): sacred flame, thaumaturgy\n1st level (3 slots): bane, shield of faith"} {:type :action, :name "Multiattack", :description "The kuo-toa makes two attacks: one with its bite and one with its pincer staff."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage."} {:type :action, :name "Pincer Staff", :description "Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target."}]}, :dao {:key :dao, :int 12, :speed "30ft., burrow 30ft., fly 30ft.", :name "Dao", :alignment "neutral evil", :cha 14, :hit-points {:die-count 15, :die 10, :modifier 105}, :type :elemental, :size :large, :option-pack "Monster Manual", :armor-class 18, :str 23, :saving-throws {:int 5, :wis 5, :cha 6}, :challenge 11, :con 24, :dex 12, :wis 13, :props {:condition-immunity {:petrified true}, :language {:terran true}}, :traits [{:name "Earth Glide", :description "The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through."} {:name "Elemental Demise", :description "If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying."} {:name "Innate Spellcasting", :description "The dao's innate speilcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, detect magic, stone shape\n3/day each: passwall, move earth, tongues\n1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone"} {:name "Sure-Footed", :description "The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."} {:name "Multiattack", :description "The dao makes two fist attacks or two maul attacks."} {:name "Fist", :description "Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage."} {:name "Maul", :description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone."}]}, :barbed-devil-summoning-variant- {:key :barbed-devil-summoning-variant-, :int 12, :speed "30ft.", :name "Barbed Devil (Summoning Variant)", :alignment "lawful evil", :cha 14, :hit-points {:die-count 13, :die 8, :modifier 52}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 15, :skills {:deception 5, :insight 5, :perception 8}, :str 16, :saving-throws {:str 6, :con 7, :wis 5, :cha 5}, :challenge 5, :con 18, :dex 17, :wis 14, :props {:language {:infernal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Devil (1/Day)", :type :action, :description "The devil chooses what to summon and attempts a magical summoning. A barbed devil has a 30 percent chance of summoning one barbed devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. "} {:name "Barbed Hide", :description "At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. "} {:name "Devil's Sight", :description "Magical darkness doesn't impede the devil's darkvision. "} {:name "Magic Resistance", :description "The devil has advantage on saving throws against spells and other magical effects."} {:type :action, :name "Multiattack", :description "The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {:type :action, :name "Tail", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. "} {:type :action, :name "Hurl Flame", :description "Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. "}]}, :bugbear-chief {:key :bugbear-chief, :int 11, :speed "30ft.", :name "Bugbear Chief", :alignment "chaotic evil", :cha 11, :hit-points {:die-count 10, :die 8, :modifier 20}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 17, :skills {:intimidation 2, :stealth 6, :survival 3}, :str 17, :challenge 3, :con 14, :dex 14, :wis 12, :props {:language {:common true, :goblin true}}, :traits [{:name "Brute", :description "A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)."} {:name "Heart of Hruggek", :description "The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep."} {:name "Surprise Attack", :description "If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack."} {:type :action, :name "Multiattack", :description "The bugbear makes two melee attacks."} {:type :action, :name "Morningstar", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage."} {:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in melee or 6 (1d6 + 3) piercing damage at range."}]}, :smoke-mephit-summoning-variant- {:key :smoke-mephit-summoning-variant-, :int 10, :speed "30 ft., fly 30ft.", :name "Smoke Mephit (Summoning Variant)", :damage-immunities "fire, poison", :alignment "neutral evil", :cha 11, :hit-points {:die-count 5, :die 6, :modifier 5}, :type :elemental, :size :small, :option-pack "Monster Manual", :armor-class 12, :skills {:perception 2, :stealth 4}, :str 6, :challenge 0.25, :con 12, :dex 14, :condition-immunities "poisoned", :wis 10, :languages "auran, ignan", :props {:language {:auran true, :ignan true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Death Burst", :description "When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute."} {:name "Innate Spellcasting (1/Day)", :description "The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma."} {:name "Summon Mephits (1/Day).", :description "The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :type :action} {:type :action, :name "Claws", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage."} {:type :action, :name "Cinder Breath (Recharge 6)", :description "The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn."}]}, :myconid-adult {:key :myconid-adult, :int 10, :speed "20ft.", :name "Myconid Adult", :alignment "lawful neutral", :cha 7, :hit-points {:die-count 4, :die 8, :modifier 4}, :type :plant, :size :medium, :option-pack "Monster Manual", :armor-class 12, :str 10, :challenge 0.5, :con 12, :dex 10, :wis 13, :traits [{:name "Distress Spores", :description "When the myconid takes damage, all other\nmyconids within 240 feet of it can sense its pain."} {:name "Sun Sickness", :description "While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight."} {:type :action, :name "Fist", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:\n5 (2d4) bludgeoning damage plus 5 (2d4) poison damage."} {:type :action, :name "Pacifying Spores (3/Day)", :description "The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {:type :action, :name "Rapport Spores", :description "A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour."}]}, :beholder-zombie {:key :beholder-zombie, :int 3, :speed "0 ft., fly 20ft. (hover) ", :name "Beholder Zombie", :damage-immunities "poison", :alignment "neutral evil", :cha 5, :hit-points {:die-count 11, :die 10, :modifier 33}, :type :undead, :size :large, :option-pack "Monster Manual", :armor-class 15, :str 10, :saving-throws {:wis 2}, :challenge 5, :con 16, :dex 8, :condition-immunities "poisoned", :wis 8, :languages "understands deep speech and undercommon but cant speak", :props {:language {:understands-deep-speech-and-undercommon-but-cant-speak- true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Undead Fortitude", :description "If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. "} {:name "Bite", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. ", :type :action} {:type :action, :name "Eye Ray", :description "The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. "} {:type :action, :name "1. Paralyzing Ray", :description "The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "} {:type :action, :name "2. Fear Ray", :description "The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "} {:type :action, :name "3. Enervation Ray", :description "The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. "} {:type :action, :name "4. Disintegration Ray", :description "If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it. "}]}, :vrock-summoning-variant- {:key :vrock-summoning-variant-, :int 8, :speed "40 ft., fly 60 ft.", :name "Vrock (Summoning Variant)", :alignment "chaotic evil", :cha 8, :hit-points {:die-count 11, :die 10, :modifier 44}, :type :fiend, :size :large, :option-pack "Monster Manual", :armor-class 15, :str 17, :saving-throws {:dex 5, :wis 4, :cha 2}, :challenge 6, :con 18, :dex 15, :wis 13, :props {:language {:abyssal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Demon (1/Day)", :type :action, :description "The demon chooses what to summon and attempts a magical summoning. A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. "} {:name "Magic Resistance", :description "The vrock has advantage on saving throws against spells and other magical effects."} {:name "Multiattack", :type :action, :description "The vrock makes two attacks: one with its beak and one with its talons."} {:type :action, :name "Beak", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. "} {:type :action, :name "Talons", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. "} {:type :action, :name "Spores (Recharge 6)", :description "A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it."} {:type :action, :name "Stunning Screech (1/Day)", :description "The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn. "}]}, :orc-war-chief {:key :orc-war-chief, :int 11, :speed "30ft.", :name "Orc War Chief", :alignment "chaotic evil", :cha 16, :hit-points {:die-count 11, :die 8, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 16, :skills {:intimidation 5}, :str 18, :saving-throws {:str 6, :con 6, :wis 2}, :challenge 4, :con 18, :dex 12, :wis 11, :languages "common, orc", :props {:language {:common true, :orc true}}, :traits [{:name "Aggressive", :description "As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."} {:name "Gruumsh's Fury", :description "The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks)."} {:name "Multiattack", :type :action, :description "The orc makes two attacks with its greataxe or its spear."} {:type :action, :name "Greataxe", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (1d12+4 plus 1d8) slashing damage."} {:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack."} {:type :action, :name "Battle Cry (1/Day)", :description "Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action."}]}, :yochlol {:key :yochlol, :int 13, :speed "30ft., climb 30ft.", :name "Yochlol", :alignment "chaotic evil", :cha 15, :hit-points {:die-count 16, :die 8, :modifier 64}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 15, :skills {:deception 10, :insight 6}, :str 15, :saving-throws {:dex 6, :int 5, :wis 5, :cha 6}, :challenge 10, :con 18, :dex 14, :wis 15, :props {:language {:abyssal true, :elvish true, :undercommon true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :radiant false, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Shapechanger", :description "The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."} {:name "Magic Resistance", :description "The yochlol has advantage on saving throws against spells and other magical effects."} {:name "Spider Climb", :description "The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."} {:name "Innate Spellcasting", :description "The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, web\n1/day: dominate person"} {:name "Web Walker", :description "The yochlol ignores movement restrictions caused by webbing."} {:name "Multiattack", :type :action, :description "The yochlol makes two melee attacks."} {:type :action, :name "Slam (Bite in Spider Form).", :description "Melee Weapon Attack: +6 to hit, reach 5 ft. (10ft. in demon form), one target. Hit: 5 (1d6 + 2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage."} {:type :action, :name "Mist Form", :description "The yochlol transforms into toxic mist or reverts to\nits true form. Any equipment it is wearing or carrying is also\ntransformed. It reverts to its true form if it dies.\nWhile in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated."}]}, :thri-kreen-psionics-variant- {:key :thri-kreen-psionics-variant-, :int 8, :speed "40 ft.", :name "Thri-kreen (Psionics Variant)", :alignment "chaotic neutral", :cha 7, :hit-points {:die-count 6, :die 8, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 15, :skills {:perception 3, :stealth 4, :survival 3}, :str 12, :challenge 1, :con 13, :dex 15, :wis 12, :props {:language {:telepathy-60-ft- true, :thri-kreen true}}, :traits [{:name "Innate Spellcasting (Psionics)", :description "The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) \n2/day each: blur, magic weapon \n1/day: invisibility (self only) "} {:name "Chameleon Carapace", :description "The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. "} {:name "Standing Leap", :description "The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start."} {:type :action, :name "Multiattack", :description "The thri-kreen makes two attacks: one with its bite and one with its claws. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. "}]}, :orog {:key :orog, :int 12, :speed "30ft.", :name "Orog", :alignment "chaotic evil", :cha 12, :hit-points {:die-count 5, :die 8, :modifier 20}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 18, :skills {:intimidation 5, :survival 2}, :str 18, :challenge 2, :con 18, :dex 12, :wis 11, :props {:language {:common true, :orc true}}, :traits [{:name "Aggressive", :description "As a bonus action, the orog can move up to its\nspeed toward a hostile creature that it can see."} {:type :action, :name "Multiattack", :description "The orog makes two greataxe attacks."} {:type :action, :name "Greataxe", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage."} {:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage."}]}, :winged-kobold {:description "Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.", :key :winged-kobold, :int 8, :speed "30 ft., fly 30 ft.", :name "Winged Kobold", :alignment "lawful evil", :cha 8, :hit-points {:die-count 3, :die 6, :modifier -3}, :type :humanoid, :size :small, :option-pack "Monster Manual", :armor-class 13, :str 7, :challenge 0.25, :con 9, :dex 16, :wis 7, :props {:language {:common true, :draconic true}}, :traits [{:name "Sunlight Sensitivity", :description "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."} {:name "Pack Tactics", :description "The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated."} {:type :action, :name "Dagger", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage."} {:type :action, :name "Dropped Rock", :description "Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage."}]}, :duodrone {:key :duodrone, :int 6, :speed "30ft.", :name "Duodrone", :alignment "lawful neutral", :cha 7, :hit-points {:die-count 2, :die 8, :modifier 2}, :type :construct, :size :medium, :option-pack "Monster Manual", :armor-class 15, :str 11, :challenge 0.25, :con 12, :dex 13, :wis 10, :languages "modron", :props {:language {:modron true}}, :traits [{:name "Axiomatic Mind", :description "The duodrone can't be compelled to act in a manner contrary to its nature or its instructions."} {:name "Disintegration", :description "If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."} {:name "Multiattack", :description "The duodrone makes two fist attacks or two javelin attacks.", :type :action} {:name "Fist", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.", :type :action} {:name "Javelin", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5ft. or\nrange 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.", :type :action}]}, :bearded-devil-summoning-variant- {:key :bearded-devil-summoning-variant-, :int 9, :speed "30ft.", :name "Bearded Devil (Summoning Variant)", :alignment "lawful evil", :cha 11, :hit-points {:die-count 8, :die 8, :modifier 16}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 13, :str 16, :saving-throws {:str 5, :con 4, :wis 2}, :challenge 3, :con 15, :dex 15, :wis 11, :props {:language {:infernal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Summon Devil (1/Day)", :type :action, :description "The devil chooses what to summon and attempts a magical summoning. A bearded devil has a 30 percent chance of summoning one bearded devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. "} {:name "Devil's Sight", :description "Magical darkness doesn't impede the devil's darkvision. "} {:name "Magic Resistance", :description "The devil has advantage on saving throws against spells and other magical effects. "} {:name "Steadfast", :description "The devil can't be frightened while it can see an allied creature within 30 feet of it. "} {:type :action, :name "Multiattack", :description "The devil makes two attacks: one with its beard and one with its glaive. "} {:type :action, :name "Beard", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."} {:type :action, :name "Glaive", :description "Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. "}]}, :quaggoth-thonot {:key :quaggoth-thonot, :int 6, :speed "30ft., climb 30ft. ", :name "Quaggoth Thonot", :alignment "chaotic neutral", :cha 7, :hit-points {:die-count 6, :die 8, :modifier 18}, :type :humanoid, :size :medium, :option-pack "Monster Manual", :armor-class 13, :skills {:athletics 5}, :str 17, :challenge 3, :con 16, :dex 12, :wis 12, :props {:language {:undercommon true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Innate Spellcasting (Psionics)", :description "The quaggoth's innate spellcasting ability is Wisdom (spell save DC 11). The quaggoth can innately cast the following spells, requiring no components: \nAt will: feather fall, mage hand (the hand is invisible) \n1/day each: cure wounds, enlarge/reduce, heat metal, mirror image"} {:name "Wounded Fury", :description "While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack."} {:name "Multiattack", :type :action, :description "The quaggoth makes two claw attacks. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. "}]}, :ultroloth-summoning-variant- {:key :ultroloth-summoning-variant-, :int 18, :speed "30ft., fly 60ft. ", :name "Ultroloth (Summoning Variant)", :alignment "neutral evil", :cha 19, :hit-points {:die-count 18, :die 8, :modifier 72}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 19, :skills {:intimidation 9, :perception 7, :stealth 8}, :str 16, :challenge 13, :con 18, :dex 16, :wis 15, :props {:language {:abyssal true, :infernal true, :telepathy-120ft- true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:acid true, :poison true}, :condition-immunity {:charmed true, :frightened true, :poisoned true}}, :traits [{:name "Summon Yugoloth (1/Day)", :type :action, :description "The yugoloth chooses what to summon and attempts a magical summoning. An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. "} {:name "Innate Spellcasting", :description "The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components: \nAt will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion \n3/day each: dimension door, fear, wall of fire \n1/day each: fire storm, mass suggestion "} {:name "Magic Resistance", :description "The ultroloth has advantage on saving throws against spells and other magical effects. "} {:name "Magic Weapons", :description "The ultroloth's weapon attacks are magical. "} {:name "Multiattack", :type :action, :description "The ultroloth can use its Hypnotic Gaze and makes three melee attacks. "} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands."} {:type :action, :name "Hypnotic Gaze", :description "The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours. "} {:type :action, :name "Teleport", :description "The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. "}]}, :yeti {:key :yeti, :int 8, :speed "40ft., climb 40 ft. ", :name "Yeti", :alignment "chaotic evil", :cha 7, :hit-points {:die-count 6, :die 10, :modifier 18}, :type :monstrosity, :size :large, :option-pack "Monster Manual", :armor-class 12, :skills {:perception 3, :stealth 3}, :str 18, :challenge 3, :con 16, :dex 13, :wis 12, :props {:language {:yeti true}, :damage-immunity {:cold true}}, :traits [{:name "Fear of Fire", :description "If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. "} {:name "Keen Smell", :description "The yeti has advantage on Wisdom (Perception) checks that rely on smell. "} {:name "Snow Camouflage", :description "The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. "} {:name "Multiattack", :description "The yeti can use its Chilling Gaze and makes two claw attacks. ", :type :action} {:name "Claw", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage. ", :type :action} {:name "Chilling Gaze", :type :action, :description "The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour. "}]}, :night-hag-coven-variant- {:key :night-hag-coven-variant-, :int 16, :speed "30ft.", :name "Night Hag (Coven Variant)", :alignment "neutral evil", :cha 16, :hit-points {:die-count 15, :die 8, :modifier 45}, :type :fiend, :size :medium, :option-pack "Monster Manual", :armor-class 17, :skills {:deception 7, :insight 6, :perception 6, :stealth 6}, :str 18, :challenge 7, :con 16, :dex 15, :wis 14, :props {:language {:abyssal true, :common true, :infernal true, :primordial true}, :damage-resistance {:cold true, :fire true, :bludgeoning true, :piercing true, :slashing true}, :condition-immunity {:charmed true}}, :traits [{:name "Shared Spellcasting", :description "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: \n1st level (4 slots): identify, ray of sickness \n2nd level (3 slots): hold person, locate object \n3rd level (3 slots): bestow curse, counterspell, lightning bolt \n4th level (3 slots): phantasmal killer, polymorph \n5th level (2 slots): contact other plane, scrying \n6th level (1 slot): eye bite \nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 +the hag's Intelligence modifier, and the spell attack bonus is 4 +the hag's Intelligence modifier. "} {:name "Innate Spellcasting", :description "The hag's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components: \nAt will: detect magic, magic missile \n2/day each: plane shift (self only), ray of enfeeblement, sleep "} {:name "Magic Resistance", :description "The hag has advantage on saving throws against spells and other magical effects."} {:name "Claws (Hag Form Only)", :type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. "} {:type :action, :name "Change Shape", :description "The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. "} {:type :action, :name "Etherealness", :description "The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. "} {:type :action, :name "Nightmare Haunting (1/Day)", :description "While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. "}]}, :quaggoth-spore-servant {:key :quaggoth-spore-servant, :int 2, :speed "20 ft., climb 20 ft.", :name "Quaggoth Spore Servant", :alignment "unaligned", :cha 1, :hit-points {:die-count 6, :die 8, :modifier 18}, :type :plant, :size :medium, :option-pack "Monster Manual", :armor-class 13, :str 17, :challenge 1, :con 16, :dex 12, :wis 6, :props {:damage-immunity {:poison true}, :condition-immunity {:poisoned true, :charmed true, :blinded true, :frightened true, :paralyzed true}}, :traits [{:name "Multiattack", :type :action, :description "The spore servant makes two claw attacks."} {:name "Claw", :type :action, :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) slashing damage."}]}, :bone-naga {:description "In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. A bone naga retains only a few of the spells it knew in life.", :key :bone-naga, :int 15, :speed "30ft.", :name "Bone Naga", :alignment "lawful evil", :cha 16, :hit-points {:die-count 9, :die 10, :modifier 9}, :type :undead, :size :large, :option-pack "Monster Manual", :armor-class 15, :str 15, :challenge 4, :con 12, :dex 16, :wis 16, :props {:language {:common-plus-one-other-language true}, :damage-immunity {:poison true}, :condition-immunity {:charmed true, :paralyzed true, :poisoned true}}, :traits [{:name "Spellcasting", :description "The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells.\nIf the nag a was a guardian naga in life, its spellcasting ability is Wisdom, and it has the following cleric spells prepared:\nCantrips (at will): mending, sacred flame, thaumaturgy\n1st level (4 slots): command, shield of faith\n2nd level (3 slots): calm emotions, hold person\n3rd level (2 slots): bestow curse\nIf the naga was a spirit naga in life, its spellcasting ability is Intelligence, and it has the following wizard spells prepared:\nCantrips (at will): mage hand, minor illusion, ray of frost\n1st level (4 slots): charm person, sleep\n2nd level (3 slots): detect thoughts, hold person\n3rd level (2 slots): lightning bolt"} {:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 10ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage."}]}, :swarm-of-spiders {:key :swarm-of-spiders, :int 1, :speed "20ft., climb 20ft. ", :name "Swarm of Spiders", :alignment "unaligned", :cha 1, :hit-points {:die-count 5, :die 8}, :type :beast, :size :medium, :option-pack "Monster Manual", :armor-class 12, :str 3, :challenge 0.5, :con 10, :dex 13, :wis 7, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :prone true, :restrained true, :stunned true}}, :traits [{:name "Spider Climb", :description "The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."} {:name "Web Sense", :description "While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. "} {:name "Web Walker", :description "The swarm ignores movement restrictions caused by webbing. "} {:name "Swarm", :description "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. "} {:name "Bites", :type :action, :description "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. "}]}, :magma-mephit-summoning-variant- {:damage-resistances "cold", :key :magma-mephit-summoning-variant-, :damage-vulnerabilities "cold", :int 7, :speed "30ft., fly 30ft.", :name "Magma Mephit (Summoning Variant)", :damage-immunities "fire, poison", :alignment "neutral evil", :cha 10, :hit-points {:die-count 5, :die 6, :modifier 5}, :type :elemental, :size :small, :option-pack "Monster Manual", :armor-class 11, :skills {:stealth 3}, :str 8, :challenge 0.5, :con 12, :dex 12, :condition-immunities "poisoned", :wis 10, :languages "terran, ignan", :props {:language {:terran true, :ignan true}, :damage-vulnerability {:cold true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Death Burst", :description "When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one."} {:name "False Appearance", :description "While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma"} {:name "Innate Spellcasting (1/Day).", :description "The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma."} {:name "Summon Mephits (1/Day)", :description "The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :type :action} {:type :action, :name "Claws", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage."} {:type :action, :name "Fire Breath (Recharge 6)", :description "The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one."}]}}, :orcpub.dnd.e5/languages {:troglodyte {:name "Troglodyte", :option-pack "Monster Manual", :key :troglodyte}, :ignan {:name "Ignan", :option-pack "Monster Manual", :key :ignan}, :gnoll {:name "Gnoll", :option-pack "Monster Manual", :key :gnoll}, :sahuagin {:name "Sahuagin", :option-pack "Monster Manual", :key :sahuagin}, :modron {:name "Modron", :option-pack "Monster Manual", :key :modron}, :grell {:name "Grell", :option-pack "Monster Manual", :key :grell}, :thri-kreen {:name "Thri-kreen", :option-pack "Monster Manual", :key :thri-kreen}, :hook-horror {:name "Hook Horror", :option-pack "Monster Manual", :key :hook-horror}, :umber-hulk {:name "Umber Hulk", :option-pack "Monster Manual", :key :umber-hulk}, :bullywug {:name "Bullywug", :option-pack "Monster Manual", :key :bullywug}, :terran {:name "Terran", :option-pack "Monster Manual", :key :terran}, :yeti {:name "Yeti", :option-pack "Monster Manual", :key :yeti}, :slaad {:name "Slaad", :option-pack "Monster Manual", :key :slaad}}, :disabled? false}, "DMSG - Tortle Package (Kaerey#7230)" {:orcpub.dnd.e5/languages {:aquan {:key :aquan, :name "Aquan", :option-pack "Tortle: Tomb of Annihilation Supplement"}}, :orcpub.dnd.e5/races {:tortle {:key :tortle, :speed 30, :name "Tortle", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Tortle: Tomb of Annihilation Supplement", :languages #{"Aquan" "Common"}, :props {:skill-prof {:survival true}, :tortle-ac true}, :traits [{:description "Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for unarmed strike.", :name "Claws"} {:description "You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.", :name "Hold Breath"} {:description "You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 9 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.", :name "Shell Defense"} {:description "Due to your shell and the shape of your body, you are ill-suited tow wearing armor. Your shell provides sample protection, however, it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.", :name "Natural Armor"}]}}}, "5eHB - Pugilist Class (seanimus.prime#9621)" {:orcpub.dnd.e5/classes {:pugilist {:key :pugilist, :level-modifiers [{:level 5, :type :num-attacks, :value 2} {:type :weapon-prof, :value :simple} {:level 10, :type :damage-resistance, :value :psychic}], :name "Pugilist", :subclass-level 3, :option-pack "Pugilist Class", :subclass-title "Fight Club", :ability-increase-levels [4 8 12 16 19], :profs {:skill-options {:choose 2, :options {:acrobatics true, :athletics true, :deception true, :intimidation true, :perception true, :sleight-of-hand true, :stealth true}}}, :hit-die 8, :traits [{:description "At 1st level, your years of fighting in back alleys and taverns have given you mastery over combat styles that use unarmed strikes and pugilist weapons, which are simple melee weapons without the two-handed property, whips, and improvised weapons. You may not use the finesse property of a weapon while using it as a pugilist weapon.\n\nYou gain the following benefits while you are unarmed or using only pugilist weapons and you are wearing light or no armor and not using a shield:\n\n• You can roll a d6 in place of the normal damage of your unarmed strike or pugilist weapon. This die changes as you gain pugilist levels, as shown in the Fisticuffs column on the Pugilist table.\n\n• When you use the Attack action with an unarmed strike or a pugilist weapon on your turn, you can make one unarmed strike or grapple as a bonus action.", :name "Fisticuffs"} {:description "Starting at 1st level, you can add your constitution modifier instead of your dexterity modifier to determine your armor class when you are wearing light or no armor and are not using a shield.", :name "Iron Chin"} {:description "Starting at 2nd level, your experience laying the beatdown on others has given you a moxie you can channel in the midst of battle. This swagger is represented by a number of moxie points. Your pugilist level determines the maximum number of points you have, as shown in the Moxie Points column of the Pugilist table. You have 2 moxie points at level 2, 3 at level 4, 4 at level 6, 5 at level 8, 6 at level 10, 7 at level 12, 8 at level 14, 9 at level 16, 10 at level 18 and 12 at level 20.\n\nYou can spend these points to fuel various moxie features. You start knowing three such features: brace up, the old one-two, and stick and move. You learn more moxie features as you gain levels in this class. When an enemy creature deals damage to you that causes you to lose hit points equal to half your level or higher (not temporary hit points) you gain 1 moxie point, up to your maximum. You regain all expended moxie points when you complete a short or long rest.\n\nBrace Up\nYou can use a bonus action and spend 1 moxie point to brace for attacks. Roll your fisticuffs's die + your proficiency modifier + your Constitution modifier and gain that many temporary hit points.\n\nThe Old One-Two\nImmediately after you take the Attack action on your turn, you can spend 1 moxie point to make two unarmed strikes as a bonus action.\n\nStick and Move\nYou can use a bonus action and expend 1 moxie point to make a shove attack or the Dash action.", :level 2, :name "Moxie"} {:description "Beginning at 2nd level, carousing, shadowboxing, and sparring all count as light activity for the purposes of resting for you. Additionally, once you have completed a long rest in a city you know all public locations in the city as if you were born and raised there and you cannot be lost by non-magical means while within the city.", :level 2, :name "Street Smart"} {:description "Starting at 3rd level, when you are reduced to less than half of your maximum hit points you gain your pugilist level + your Constitution modifier in temporary hit points. You cannot use this feature again until you complete a short or long rest.\n\nAt 9th level, when you use this feature you also add half your proficiency bonus to your damage with unarmed attacks and pugilist weapons for 1 minute.", :level 3, :name "Bloodied but Unbowed"} {:description "Starting at 3rd level, your style is exemplified in a fight club: the Squared Circle or the Sweet Science, both detailed at the end of the class description. Your fight club grants you features at 3rd level and again at 6th, 11th, and 17th level.", :level 3, :name "Fight Club"} {:description "Starting at 4th level, you discover a strength inside you that can’t be broken. As a bonus action you gain resistance to bludgeoning, piercing, and slashing damage for one minute. At the end of that minute you gain a level of exhaustion.", :level 4, :name "Dig Deep"} {:description "Starting at 5th level, before you make an attack roll with an unarmed strike or pugilist melee weapon attack that does not already have disadvantage you can declare you are swinging wild haymakers. You make all attack rolls until the end of this turn with disadvantage and when you deal damage you do not roll for damage but use the maximum die result instead.", :level 5, :name "Haymaker"} {:description "Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.", :level 6, :name "Moxie-Fueled Fists"} {:description "At 7th level, you gain proficiency in Dexterity saving throws.", :level 7, :name "Fancy Footwork"} {:description "Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.", :level 7, :name "Shake It Off"} {:description "By 10th level, you’ve graduated top of the class at the school of hard knocks and you took most of them on the head. You have resistance to psychic damage and gain advantage on saving throws against effects that would make you stunned or unconscious.", :level 10, :name "School of Hard Knocks"} {:description "Starting at 13th level, word of your exploits travels quickly in cities and other settlements. Once you have taken a long rest by carousing in a settlement you gain advantage on all Charisma (Persuasion) and Charisma (Intimidation) rolls made against the people who live there.", :level 13, :name "Rabble Rouser"} {:description "Starting at 14th level, you gain advantage on Strength, Dexterity, and Constitution saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 moxie point to reroll it and take the second result.", :level 14, :name "Unbreakable"} {:description "At 15th level, your carrying capacity is doubled, your jump height and distance are doubled, and when you deal damage to an inanimate object that damage is doubled.", :level 15, :name "Herculean"} {:description "Starting at 18th level, when you have 4 levels of exhaustion or fewer and are reduced to 0 hit points you regain half of your maximum hit points, half of your maximum moxie points, and gain a level of exhaustion. You cannot use this feature again until you complete a long rest.", :level 18, :name "Fighting Spirit"} {:description "At 20th level, your Strength and Constitution ability scores increase by 2 to a maximum of 22. Additionally, when you take a long rest you recover 2 levels of exhaustion instead of 1 and you regain all your expended hit dice instead of half your expended hit dice.", :level 20, :name "Peak Physical Condition"}]}}, :orcpub.dnd.e5/subclasses {:arena-royale {:class :pugilist, :key :arena-royale, :level-modifiers [], :name "Arena Royale", :option-pack "Pugilist Class", :traits [{:description "Starting when you choose this Fight Club at 3rd level, you create an alternate persona that you can adopt or discard as an action. When you create an alternate persona you should give the persona a striking name as well as some physical signifier (such as a mask or colorful cape) or another prominent idiosyncratic feature.\n\nWhen you adopt your alternate persona you may make a Charisma (Disguise Kit) ability check with advantage. Creatures whose passive Insight is lower than the result of that roll will not recognize you as the same individual if you encounter them later, or have encountered them earlier, while not in the persona. Additionally, while you have adopted your alternate persona and you are not\nwearing any armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.", :level 3, :name "Persona Libre"} {:description "At 6th level, while you have adopted your alternate persona you can use your action to inspire fear and adoration in those nearby. When you do, make a Charisma (Performance) ability check and decide whether you are trying to inspire adoration or fear. All creatures within 30 feet who can see you must succeed on a Wisdom saving throw with a difficulty of that ability check result or be charmed if you chose adoration or frightened if you chose fear for the next minute. You can use this feature again after you complete a long rest.", :level 6, :name "Work the Crowd"} {:description "Starting at 11th level, while you have adopted your alternate persona your base movement increases by 10 feet, your jump distance is tripled, and you can use your bonus action to take the Dash action.", :level 11, :name "High Flyer"} {:description "Starting at 17th level, you create a signature move that you can use while you have adopted your alternate persona. Give your signature move a name and a description. You can replace one of your unarmed attacks or attacks with a pugilist weapon on your turn with this signature move.\n\nWhen you use your signature move, you jump 15 feet, make an attack roll against a creature in range of your attack and if you hit the attack is a critical and the creature is stunned until the end of its next turn.\n\nUnless you reduce a creature to 0 hit points with your Signature Move, you must finish a long rest before you can use it again.", :level 17, :name "Signature Move"}]}, :bloodhound-bruisers {:class :pugilist, :key :bloodhound-bruisers, :level-modifiers [], :name "Bloodhound Bruisers", :option-pack "Pugilist Class", :traits [{:description "Starting at 3rd level, choose two from Insight, Perception and Investigation. You gain proficiency in those skills.\n\nIn addition, gain the following Moxie abilities.\n\nForensic Specialist. When you are examining a scene of violence, you can spend 1 Moxie point to gain advantage on any Intelligence (Investigation) ability check to find physical evidence and make deductions based on evidence.\n\nKeen Observer. When you make a Wisdom (Perception) ability check in a settlement, you can spend 1 Moxie point to gain advantage on that roll.\n\nLiving Lie Detector. When you make a Wisdom (Insight) ability check to determine whether a creature is lying, you can spend 1 Moxie point to gain advantage on that roll.", :level 3, :name "Detective Work"} {:description "Starting at 6th level, you gain the following Moxie abilities:\n\nIn Their Head. As a bonus action you can watch an opponent within 30 feet for openings and missteps. When you do, spend 1 moxie point and the creature makes a Wisdom saving throw contested by your Intelligence (Investigation) check. If you succeed you have advantage on all weapon attacks against that creature until the start of your next turn.\n\nRead and React. When a creature hits you with an attack, you can use your reaction and spend 1 moxie point to try to read the opponent’s intent and twist out of the way. The creature makes an Intelligence saving throw contested by your Wisdom (Insight) check. If you succeed the attack misses you.\n\nSize ‘Em Up. As a bonus action you can observe a creature you can see to discover its strengths and weaknesses. When you do, spend 1 moxie point and the creature makes a Charisma saving throw contested by your Wisdom (Perception) check. If you succeed you can ask the DM three questions that can be answered with a yes or a no regarding the creature’s mannerisms, personality, or statistics.", :level 6, :name "Scrap Like a Sleuth"} {:description "Starting at 11th level, when you take a long rest in a settlement you can attune to the settlement as if it were a magical item. Until the attunement ends, you gain the following benefits while in that settlement:\n\n• You cannot be surprised and you add your proficiency\nbonus to your initiative\n• You have darkvision to a range of 120 feet\n• When you make an ability check using the Insight,\nInvestigation, or Perception skills and you are proficient in that skill, you add double your proficiency modifier to the ability check\n• You cannot be lost by any means\n• When you are not in combat, you can travel between any two points in the settlement twice as fast as your speed would normally allow\n\nWhen you reach 17th level, when you attune to a settlement, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one settlement in this manner at a time.", :level 11, :name "Heart of the City"} {:description "Starting at 17th level, you can enter an alert and watchful state in a single moment of reflection. When you do, use a bonus action and spend 3 moxie points. For the next minute you can use all of the moxie features granted to you by your Detective Work and Scrap Like a Sleuth features without spending moxie.", :level 17, :name "Eyes Wide Open"}]}, :salt-vinegar {:class :pugilist, :key :salt-vinegar, :level-modifiers [{:level 3, :type :skill-prof, :value :intimidation}], :name "Salt & Vinegar", :option-pack "Pugilist Class", :traits [{:description "Starting at 3rd level, you gain proficiency with the Intimidation skill.\n\nIn addition, you have mastered the art of the enraging insult. You can spend 1 moxie point and use a bonus action on your turn to provoke a creature who can see or hear you within 60 feet. That creature has disadvantage on any attack rolls it makes that do not include you as a target before the start of your next turn. That creature must also succeed on a Wisdom saving throw or take your fisticuffs damage die + your proficiency modifier in psychic damage.\n\nThe saving throw DC for all Salt & Vinegar Fight Club features is calculated as follows:\n\nSalt & Vinegar save DC = 8 + your proficiency modifier + your Wisdom modifier", :level 3, :name "Salty Salute"} {:description "Starting at 6th level, you have a few tricks up your sleeve to even the odds when the going gets rough. You gain the following moxie abilities.\n\nBlindsider. When you deal damage with an unarmed attack you can spend 1 moxie point to attempt to blind the creature you hit. The creature must succeed on a Constitution saving throw or be blinded until the end of your next turn.\n\nHeelstomper. When you deal damage with an unarmed attack you can spend 1 moxie point to attempt to slow the creature you hit. The creature must succeed on a Dexterity saving throw or halve its movement speed for one minute.\n\nLow Blow. When you deal damage with an unarmed attack you can spend 1 moxie point to hit them below the belt. The creature must succeed on a Strength saving throw or be knocked prone.", :level 6, :name "Piss & Vinegar"} {:description "Starting at 11th level, you do not need to spend a moxie point to use the Salty Salute feature. In addition, the saving throw DC of your Salt & Vinegar features increases by 2.", :level 11, :name "Mean Old Cuss"} {:description "Starting at 17th level, your swears are so potent they can move men to madness. As a bonus action you can spend 3 moxie points and swear at one creature who shares a language with you within 60 feet. That creature must pass a Wisdom saving throw or become enraged for one minute. Creatures who are immune to charm and fear effects cannot be enraged. While enraged the creature cannot make attacks against creatures other than you and the creature gains vulnerability to any damage dealt by you.", :level 17, :name "The Uncouth Art"}]}, :the-squared-circle {:class :pugilist, :key :the-squared-circle, :level-modifiers [], :name "The Squared Circle", :option-pack "Pugilist Class", :traits [{:description "Starting when you choose this fight club at 3rd level, if you are proficient in Athletics your proficiency bonus is doubled when using Athletics to grapple, shove, or resist either of those maneuvers.\n\nCompression Lock. When a creature attempts to break a grapple with you and succeeds, you can use your reaction and spend 1 moxie to force the creature to roll again. The creature must use the second result.\n\nQuick Pin. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction and spend 1 moxie point to make a grapple attempt instead of an opportunity attack.\n\nTo the Mat. You can use a bonus action and spend 1 moxie point to make a grapple attack against a creature adjacent to you. If successful you may make a shove attack against the same creature as part of the same bonus action", :level 3, :name "Groundwork"} {:description "At 6th level, when you have an enemy creature grappled you gain half cover against all attacks made against you by a creature you are not grappling. When a weapon attack made by a creature you are not grappling misses you, you may use your reaction and spend 1 moxie point to have that creature make the same attack with a new roll against an enemy creature you are grappling.", :level 6, :name "Meat Shield"} {:description "At 11th level, you count as one size larger than you are for the purposes of grappling. In addition, you can move your full movement speed when you are dragging or carrying a grappled creature your size or smaller.", :level 11, :name "Heavyweight"} {:description "At 17th level, your mastery of grappling reaches its peak. While you have a creature grappled you gain advantage on all attacks against it. Additionally, when you make an unarmed strike or pugilist weapon attack against a creature you have grappled you score a critical hit on a roll of 19 or 20.", :level 17, :name "Clean Finish"}]}, :the-sweet-science {:class :pugilist, :key :the-sweet-science, :level-modifiers [], :name "The Sweet Science", :option-pack "Pugilist Class", :traits [{:description "Starting when you choose this fight club at 3rd level, you can block the brunt of an attack and launch one of your own in the same fluid motion. You can use your reaction and spend 2 moxie points to reduce the damage of a melee weapon attack made against you by 1d10 + your Strength modifier + your pugilist level.\n\nIf you reduce the damage to 0, you can make an unarmed strike or pugilist weapon attack against a creature within range as part of the same reaction.", :level 3, :name "Cross Counter"} {:description "At 6th level, when you use your bonus action to use the Old One-Two and both attacks are successful you can immediately spend 1 moxie point to make an additional attack with an unarmed strike as part of that bonus action. If you hit with this additional attack you deal no damage and the creature is knocked prone.", :level 6, :name "One, Two, Three, Floor"} {:description "At 11th level, when you reduce damage from an attack to 0 and successfully hit an enemy creature using your Cross Counter feature you regain 1 moxie point.", :level 11, :name "Float Like a Butterfly, Sting Like a Bee"} {:description "At 17th level, when you hit with an unarmed strike or pugilist weapon you can spend 1 or more moxie points to try to knock out the opponent instead of dealing damage. Roll 3d12 + 1d12 for every moxie point spent after the first + your pugilist level; if the total is equal to or greater than the creature’s remaining hit points, it is unconscious for 10 minutes.", :level 17, :name "Knock Out"}]}}}, "KP - Deep Magic 11 - High Elvish Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/spells {:black-swan-storm {:description "You call forth a whirlwind of black feathers that fills\na cube 5 feet on each side. The feathers deal 2d8 force\ndamage to creatures inside the cube’s area and radiate\ndarkness, causing the illumination level within 20 feet\nof the cube to drop by one step (from bright light to\ndim light, from dim light to darkness). Creatures that\nmake a successful Dexterity saving throw suffer only\nhalf damage but are still affected by the change in light.\nAt Higher Levels. When you cast this spell using\na spell slot of 3rd level or higher, the feathers do an\nadditional 1d8 force damage for each slot level above\n2nd.\n\nRitual Focus. If you expend your ritual focus, then\nyou can move the whirlwind up to 15 feet by using a\nbonus action on your turn. If the whirlwind moves\nmore than 30 feet from you, the spell ends. ", :key :black-swan-storm, :school "evocation", :name "Black Swan Storm", :duration "Concentration, up to 1 minute", :level 2, :option-pack "KP - Elven High Magic", :components {:material true, :material-component "a feather from a black swan", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :bloom {:description "You plant a silver acorn in solid ground and spend an\nhour chanting a litany of praises to the natural world,\nafter which the land within 1 mile of the acorn becomes\nextremely fertile, regardless of its previous state. Any\nseeds planted in the area of effect grow at twice the\nnatural rate. Food harvested regrows within a week.\nAfter one year, the land slowly reverts to its normal\nfertility, unable to stave off the march of nature.\nChoose one of the following effects, which appears\nand grows immediately:\n\n• A field planted with vegetables of your choice,\nready for harvest.\n• A thick forest of stout trees and ample\nundergrowth.\n• A grassland with wildflowers and extensive\nfodder for grazing.\n• An orchard of fruit trees of your choice, growing\nin orderly rows and ready for harvest.\n\nLiving creatures that take a short rest within the\narea of a bloom receive the maximum hit points for\nhit dice expended. Bloom counters the effects of a\ndesolation spell.\n\nRitual Focus. If you expend your ritual focus, the\nduration becomes permanent.\n", :key :bloom, :school "conjuration", :name "Bloom", :duration "1 year", :level 8, :option-pack "KP - Elven High Magic", :components {:material true, :material-component "a silver acorn worth 500 gp, which is consumed in the casting", :somatic true, :verbal true}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "1 mile"}, :harsh-light-of-summers-glare {:description "Your visage radiates the wrath of the shadow fey,\nwhich bears down oppressively upon your targets in\na burst of brilliant light. Only creatures that can see\nyou are affected. Creatures with darkvision that fail a\nConstitution saving throw are blinded and stunned.\nCreatures without darkvision that fail a Constitution\nsaving throw are blinded. This is not a gaze attack,\nand it cannot be avoided by averting one’s eyes or\nwearing a blindfold.\n\nRitual Focus. If you expend your ritual focus,\naffected creatures without darkvision are charmed\ninstead of blinded.", :key :harsh-light-of-summers-glare, :school "enchantment", :name "Harsh Light of Summer's Glare", :duration "1 round", :level 8, :option-pack "KP - Elven High Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "90 feet"}, :extract-foyson {:description "You extract the goodness in food, pulling all the\nnutrition out of three days’ worth of meals and\nconcentrating it into about a tablespoon of bland,\nflourlike powder. The flour can be mixed with liquid\nand drunk or baked into elven bread. Foyson used in\nthis way still imparts all the nutritional value of the\noriginal food, for the amount consumed.\nThe original food appears unchanged and though it’s\nstill filling, it has no nutritional value. Someone eating\nnothing but foyson-free food will eventually starve.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 2nd level or higher, an additional three\nmeals’ worth of food can be extracted for each slot\nlevel above 1st.\n\nRitual Focus. If you expend your ritual focus, you\ncan choose to have each day’s worth of foyson take the\nform of a slice of delicious elven bread. ", :key :extract-foyson, :school "transmutation", :name "Extract Foyson", :duration "Permanent", :level 1, :option-pack "KP - Elven High Magic", :components {:material true, :material-component "a wooden bowl", :somatic true, :verbal true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :shadows-brought-to-light-illumination- {:description "If the target fails a Charisma saving throw, you cause\nthe target’s shadow to come to life and reveal one\nof the creature’s most scandalous secrets: some fact\nthat the target would not want widely known (GM’s\nchoice). When casting the spell, you choose whether\neveryone present will hear the secret, in which case\nthe shadow speaks loudly in a twisted version of the\ntarget’s voice, or if the secret is only whispered to you.\nThe shadow speaks Common, unless the target does\nnot speak Common, in which case it speaks in the\ntarget’s native language.\n\nIf the target creature does not have a scandalous\nsecret or does not have a spoken language, the spell\nfails as if the creature’s saving throw had succeeded.\n\nIf the secret was spoken aloud, the target takes a\n−2 penalty to Charisma checks with anyone who was\npresent when it was revealed, for the remainder of the\nday, in addition to any information you obtain or any\nscandal it provokes.\n\nRitual Focus. If you expend your ritual focus, the\ntarget has disadvantage on Charisma checks instead\nof the −2 penalty, and the target’s status score is\nreduced by 1 for the remainder of the day (see the\nMidgard Campaign Setting for status rules). At the\nend of the day, the target makes a Charisma saving\nthrow against your spell save DC. If this saving throw\nfails, rumors of the target’s indiscretion become\nwidespread and the loss of status is permanent.", :key :shadows-brought-to-light-illumination-, :school "divination", :name "Shadows Brought to Light (Illumination)", :duration "Instantaneous", :level 2, :option-pack "KP - Elven High Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :tongue-tied {:description "You make a choking motion while pointing at a target,\nwhich must make a successful Wisdom saving throw or\nbecome unable to communicate verbally. The target’s\nspeech becomes garbled and it has disadvantage on\nCharisma checks that require speech. The creature can\ncast a spell with a verbal component only by making\na successful Constitution check against your spell\nsave DC. If the Constitution check fails, the creature’s\naction is used but the spell slot isn’t expended.\n\nRitual Focus. If you expend your ritual focus, the\naffected target also takes 2d6 psychic damage every\ntime it tries to talk. ", :key :tongue-tied, :school "enchantment", :name "Tongue Tied", :duration "Concentration, up to 1 minute", :level 5, :option-pack "KP - Elven High Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :afflict-line {:description "You invoke the darkest curses upon your victim and\nhis or her descendants. This spell does not require\nthat you have a clear path to your target, only that\nyour target is within range. Your target must make a\nsuccessful Wisdom saving throw or be cursed until\nthe magic is dispelled. The victim has disadvantage\non ability checks and saving throws made with the\nability score that you choose when you cast the spell.\nIn addition, the target’s firstborn offspring is also\ntargeted by the curse. The firstborn is allowed a saving\nthrow of their own if they currently live, or they make\none upon their birth if they’re not yet born when the\nspell is cast. If the target’s firstborn has already died,\nthe curse passes to their next oldest offspring.\n\nRitual Focus. If you expend your ritual focus, the\ncurse becomes hereditary, passing from firstborn to\nfirstborn for the entire length of the family’s lineage\nuntil one of them successfully saves against the curse\nand throws off your dark magic. ", :key :afflict-line, :school "necromancy", :name "Afflict Line", :duration "Permanent; one generation", :level 9, :option-pack "KP - Elven High Magic", :components {:material true, :material-component "a statuette carved in the likeness of the victim worth 1,250 gp", :somatic true, :verbal true}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "1 mile"}, :encroaching-shadows-illumination- {:description "You cause menacing shadows to invade an area 200\nfeet on a side and 50 feet high. Illumination in the area\ndrops one step (from bright light to dim, from dim\nlight to darkness). Any spell that creates light in the\narea that’s cast using a lower-level spell slot than was\nused to cast encroaching shadows is dispelled, and spells\nthat create light don’t function in the area if they are\nof a lower spell slot level. Nonmagical effects can’t\nincrease the level of illumination in the affected area.\nSpells with “shadow” in their names and spells that\ncreate darkness or shadow take effect in the area as if a\none-level-higher spell slot was used casting them.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 7th level or higher, the effect lasts for an\nadditional 12 hours for each slot level above 6th.\n\nRitual Focus. If you expend your ritual focus, the\nspell’s duration increases by 12 hours and it cannot\nbe dispelled by spells that create light, even if they are\ncast with a higher-level spell slot. ", :key :encroaching-shadows-illumination-, :school "illusion", :name "Encroaching Shadows (Illumination)", :duration "12 hours", :level 6, :option-pack "KP - Elven High Magic", :components {:material true, :material-component "a drop of blood smeared on a silver rod worth 100 gp", :somatic true, :verbal true}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "150 feet"}, :cosmic-alignment-illumination- {:description "You arrange the forces of the cosmos to your benefit.\nChoose a cosmic event from the Comprehension\nof the Starry Sky ability that affects spellcasting\n(conjunction, eclipse, or nova; see pg.5 of Illumination Magic). You cast spells as if\nunder the effect of the cosmic event until the next\nsunrise or 24 hours have passed. When the ability requires you to expend your insight, you expend your\nritual focus instead. This spell must be cast outdoors,\nand the casting of this spell is obvious to everyone\nwithin 100 miles of its casting when an appropriate\nsymbol, such as a flaming comet, appears in the sky\nabove your location while you are casting the spell. (See: https://rpg.rem.uz/Dungeons%20%26%20Dragons/3rd%20Party/5th%20Edition/Kobold%20Press/Deep%20Magic%204%20Illumination%20Magic.pdf)", :key :cosmic-alignment-illumination-, :school "conjuration", :name "Cosmic Alignment (Illumination)", :duration "24 hours", :level 9, :option-pack "KP - Elven High Magic", :components {:material true, :material-component "a piece of quartz", :somatic true, :verbal true}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :celebration {:description "You create a 30-foot-radius area around a point that\nyou choose within range. Intelligent creatures that\nenter the area or begin their turn there and fail a\nWisdom saving throw engage in revelry: drinking,\nsinging, laughing, and dancing. Affected creatures\nare reluctant to leave the area until the spell expires,\npreferring to enjoy the festivities. Affected creatures\nforsake appointments, cease caring about their woes,\nand generally behave in a cordial (if not hedonistic)\nmanner. This preoccupation with merrymaking\nextends regardless of an affected creature’s agenda\nor alignment. Assassins procrastinate, servants join\nin the celebration rather than serve, guards abandon\ntheir posts. The effect ends on creatures that are\nattacked, that take damage, or that are forced to\nleave the area. Those whose saving throw succeeds\ncan enter or leave the area without danger of being\nenchanted. A creature that failed the saving throw\nand is removed from the area must repeat the saving\nthrow if they return to the area.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 8th level or higher, the spell lasts for an\nadditional hour for each slot level above 7th.\n\nRitual Focus. If you expend your ritual focus,\nunaffected intelligent creatures must make a new\nsaving throw every time they begin their turn in the\narea of effect, even if they’ve previously saved against\nthe spell.\n", :key :celebration, :school "enchantment", :name "Celebration", :duration "1 hour", :level 7, :option-pack "KP - Elven High Magic", :components {:material true, :material-component "a small party favor", :somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :guest-of-honor {:description "You whisper words of encouragement, and a target\nthat you touch gains confidence along with approval\nfrom strangers. For the spell’s duration, the subject\nputs their best foot forward and strangers associate\nthe target with positive feelings. The target adds 1d4\nto all Charisma (Persuasion) checks made to influence\nthe attitudes of others and gains a +2 bonus to their\nstatus score (if used).\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 2nd level or higher, the effect lasts for an\nadditional 10 minutes for each slot level above 1st.\n\nRitual Focus. If you expend your ritual focus, the\neffect lasts for 24 hours. ", :key :guest-of-honor, :school "transmutation", :name "Guest of Honor", :duration "10 minutes", :level 1, :option-pack "KP - Elven High Magic", :components {:material true, :material-component "a signet ring worth 25 gp", :somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :desolation {:description "You plant an obsidian acorn in solid ground and\nspend an hour chanting a litany of curses to the\nnatural world, after which the land within 1 mile of\nthe acorn becomes unfertile, regardless of its previous\nstate. Nothing will grow there, and all plant life in\nthe area dies over the course of a day. Plant creatures\nare not affected. Spells that summon plants, such as\nentangle, require an ability check using the caster’s\nspellcasting ability against your spell save DC. If the\ncheck succeeds, the spell functions normally; if the\ncheck fails, the spell is countered by desolation.\n\nAfter one year, the land slowly reverts to its normal\nfertility, unable to stave off the march of nature.\n\nLiving creatures that take a short rest within the\narea of a desolation halve the result of any hit dice they\nexpend. Desolation counters the effects of a bloom spell.\n\nRitual Focus. If you expend your ritual focus, the\nduration becomes permanent.", :key :desolation, :school "necromancy", :name "Desolation", :duration "1 year", :level 8, :option-pack "KP - Elven High Magic", :components {:material true, :material-component "an obsidian acorn worth 500 gp, which is consumed in the casting", :somatic true, :verbal true}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "1 mile"}, :shadowy-retribution {:description "You fill a silver cup with your own blood (taking 1d4\npiercing damage) while chanting vile curses in the\ndark. Once the chant is completed, you consume the\nblood and swear an oath of vengeance against any who\nharm you.\n\nIf you are reduced to 0 hit points, your curse is\ninvoked; blood pours from your mouth and steams\naway into a red mist that transforms into a shadow.\nThe shadow attacks the creature that reduced you to\n0 hit points, ignoring all other targets, until it or the\ntarget is slain, at which point the shadow dissipates\ninto nothing.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 5th level or higher, an additional shadow\nis conjured for each slot level above 4th.\n\nRitual Focus. If you expend your ritual focus, the\nspell summons a banshee instead of a shadow. If you\nalso use a higher-level spell slot, additional undead are\nstill shadows.", :key :shadowy-retribution, :school "necromancy", :name "Shadowy Retribution", :duration "12 hours", :level 4, :option-pack "KP - Elven High Magic", :components {:material true, :material-component "a silver goblet filled with the caster's blood", :somatic true, :verbal true}, :ritual true, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :song-of-the-forest {:description "You attune your senses to the natural world, so you\ndetect every sound that occurs within 60 feet: wind\nblowing through branches, falling leaves, grazing\ndeer, trickling streams, and more. You can clearly\npicture the cause of each sound in your mind. The\neffect gives you tremorsense with a range of 10 feet. In\naddition, you have advantage on Wisdom (Perception)\nchecks that rely on sound. Creatures that make no\nnoise or that are magically silent cannot be detected\nthrough this spell’s effect.\n\nSong of the forest only functions in natural\nenvironments; it fails if cast underground, in a city,\nor in a building that isolates the caster from nature\n(GM’s discretion).\n\nRitual Focus. If you expend your ritual focus, the\nspell’s effect is equivalent to blindsight with a range of\n30 feet. \n", :key :song-of-the-forest, :school "transmutation", :name "Song of the Forest", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "KP - Elven High Magic", :components {:material true, :material-component "a dried leaf crumpled and released", :somatic true, :verbal true}, :ritual true, :casting-time "1 minutes", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :heartache {:description "You force an enemy to experience pangs of unrequited\nlove and emotional distress. These feelings manifest\nwith such intensity that the creature suffers 5d6\npsychic damage a failed Charisma saving, or half\ndamage on with a successful saving throw.\n\nAt Higher Levels. When you cast this spell using\na spell slot of 3rd level or higher, you can target an\nadditional enemy for each slot level above 2nd.\n\nRitual Focus. If you expend your ritual focus, the\ntarget is also incapacitated for 1 round, if it fails the\nsaving throw. ", :key :heartache, :school "enchantment", :name "Heartache", :duration "Instantaneous", :level 2, :option-pack "KP - Elven High Magic", :components {:material true, :material-component "a silver locket", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :clearing-the-field {:description "With a harsh word and a vicious chopping motion,\nevery tree, shrub, and stump within 40 feet of you\nsinks into the ground, leaving the vacated area clear\nof plant life that might otherwise hamper movement\nor obscure sight. Overgrown areas that counted as\ndifficult terrain become clear ground and no longer\nhamper movement. The original plant life rises\nfrom the ground instantly when the spell ends or is\ndispelled. Plant creatures are not affected by clearing\nthe field.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level or higher, the spell lasts for an\nadditional hour for each slot level above 2nd.\n\nRitual Focus. If you expend your ritual focus, plant\ncreatures within the area of effect must make a\nsuccessful Constitution saving throw or be affected as\nthough a by a reduce spell. ", :key :clearing-the-field, :school "transmutation", :name "Clearing the Field", :duration "1 hour", :level 2, :option-pack "KP - Elven High Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "40 feet"}, :vine-trestle {:description "You cause a vine to sprout from the ground and crawl\nacross a surface or rise into the air in a direction\nchosen by you. The vine must sprout from a solid\nsurface (the ground, a wall), but it is strong enough to\nsupport 600 pounds of weight along its entire length.\nThe vine collapses immediately if that 600-pound\nlimit is exceeded. A vine that collapses from weight or\ndamage instantly disintegrates into nothing.\n\nThe vine has many small shoots, so it can be climbed\nwith a successful DC 5 Strength (Athletics) check. It\nhas AC 8, (5 x your spellcasting level) hit points, and a\ndamage threshold of 5.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level or higher, the vine can support\nan additional 30 pounds and its damage threshold\nincreases by 1 for each slot level above 2nd.\n\nRitual Focus. If you expend your ritual focus, the vine\nis permanent until destroyed or dispelled. ", :key :vine-trestle, :school "conjuration", :name "Vine Trestle", :duration "1 hour", :level 2, :option-pack "KP - Elven High Magic", :components {:material true, :material-component "a 1-inch piece of green vine that is consumed in the casting", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}}, :orcpub.dnd.e5/subclasses {:elven-high-magic {:class :wizard, :key :elven-high-magic, :level-modifiers [], :name "Elven High Magic", :option-pack "KP - Elven High Magic", :traits [{:description "The gold and time you must spend to copy a high magic spell into your spellbook is halved.", :level 2, :name "Ritual Savant"} {:description "You can spend 10 minutes creating a ritual focus. You can choose to spend you ritual focus to cause an extra effect when casting the ritual version of a spell:\n\n• You can cast the ritual version of the spell with its normal casting time.\n\n • You can expend a spell slot one or more levels higher than the spell’s to ritual cast it at that level, if the spell allows it.\n\n • Some spells have specific effects that you can invoke by using your ritual focus.\n\n(Once per rest; you gain an additional use at 6th and 14th level)", :level 2, :name "Ritual Focus"} {:description "When you cast a spell as a ritual that target an area, you can expend your Ritual Focus and gp = 200 x the spell level. The duration of the spell becomes 366 days. If you cast the ritual in the same place every day for 30 consecutive days, it becomes permanent until dispelled.", :level 6, :name "Bound Magic"} {:description "You can copy any spells with the ritual tag, regardless of class, into your spellbook. Spells copied into your spellbook using this feature must be of a level no higher than 1/2 you wizard level (rounded up). You can only cast these spells as rituals.", :level 10, :name "Ritual Master"} {:description "Ritual versions of spells you cast are treated as if they were cast using a spell slot one level higher than you use. This can be used in conjunction with your Ritual Focus feature.", :level 14, :name "High Magic"}]}}}, "Arcane Archer - Shot Selection - (zoniryan#2471)" {:orcpub.dnd.e5/selections {:arcane-shot {:key :arcane-shot, :name "Arcane Shot", :option-pack "Arcane Archer- Shot Selection-(zoniryan)", :options [{:description "You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.\n", :name "Banishing Arrow"} {:description "You weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class", :name "Brute Bane Arrow"} {:description "You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.", :name "Bursting Arrow"} {:description "When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.", :name "Grasping\tArrow"} {:description "Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target. The psychic damage increases to 4d6 when you reach 18th level in this class.", :name "Mind-Scrambling Arrow"} {:description "You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.", :name "Piercing Arrow"} {:description "Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class.", :name "Seeking Arrow"} {:description "You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class", :name "Shadow Arrow"}]}}, :orcpub.dnd.e5/subclasses {:arcane-archer {:class :fighter, :key :arcane-archer, :level-modifiers [], :level-selections [{:level 3, :num 2, :type :arcane-shot} {:level 7, :num 3, :type :arcane-shot} {:level 10, :num 4, :type :arcane-shot} {:level 15, :num 5, :type :arcane-shot} {:level 18, :num 6, :type :arcane-shot}], :name "Arcane Archer", :option-pack "Arcane Archer- Shot Selection-(zoniryan)", :traits [{:description "At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.", :level 3, :name "Arcane Archer Lore"} {:description "At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below). \nOnce per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.\nYou gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter. \n\nArcane Shot Options\nThe Arcane Shot feature lets you choose options for it at certain levels. They are all magical effects, and each one is associated with one of the schools of magic.\nIf an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.\n\n", :level 3, :name "Arcane Shot"} {:description "At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. ", :level 7, :name "Magic Arrow"} {:description "At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. ", :level 7, :name "Curving Shot "} {:description "Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.", :level 15, :name "Ever-Ready Shot "}]}}}, "Tiefling Fiendish Options (Harrie#4423)" {:orcpub.dnd.e5/races {:tiefling-ua- {:key :tiefling-ua-, :speed 30, :name "Tiefling (UA)", :darkvision 60, :size :medium, :option-pack "Fiendish Options", :languages #{"Common" "Infernal"}, :props {:damage-resistance {:fire true}}, :traits []}}, :orcpub.dnd.e5/subraces {:dispater {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 0}, :key :dispater, :name "Dispater", :option-pack "Fiendish Options", :race :tiefling-ua-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 3, :value {:ability :cha, :key :disguise-self, :level 1}} {:level 5, :value {:key :invisibility, :level 2}}], :traits [{:description "You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Dis"}]}, :fierna {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/wis 1}, :key :fierna, :name "Fierna", :option-pack "Fiendish Options", :race :tiefling-ua-, :spells [{:value {:ability :cha, :key :friends, :level 0}} {:level 3, :value {:ability :cha, :key :charm-person, :level 1}} {:level 5, :value {:ability :cha, :key :suggestion, :level 2}}], :traits [{:description "You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Phlegethos"}]}, :glasya {:abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int -1}, :key :glasya, :name "Glasya", :option-pack "Fiendish Options", :race :tiefling-ua-, :spells [{:value {:ability :cha, :key :minor-illusion}} {:level 3, :value {:ability :cha, :key :disguise-self, :level 1}} {:level 5, :value {:ability :cha, :key :invisibility, :level 2}}], :traits []}, :levistus {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/con 1}, :key :levistus, :name "Levistus", :option-pack "Fiendish Options", :race :tiefling-ua-, :spells [{:value {:ability :cha, :key :ray-of-frost}} {:level 3, :value {:key :armor-of-agathys, :level 1}} {:level 5, :value {:key :darkness, :level 2}}], :traits [{:description "You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Stygia"}]}, :mammon {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :key :mammon, :name "Mammon", :option-pack "Fiendish Options", :race :tiefling-ua-, :spells [{:value {:ability :cha, :key :mage-hand}} {:level 3, :value {:ability :cha, :key :tensers-floating-disk, :level 1}} {:level 5, :value {:ability :cha, :key :arcane-lock, :level 2}}], :traits [{:description "You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser’s floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. ", :name "Legacy of Minauros"}]}, :mephistopheles {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :key :mephistopheles, :name "Mephistopheles", :option-pack "Fiendish Options", :race :tiefling-ua-, :spells [{:value {:ability :cha, :key :mage-hand}} {:level 3, :value {:ability :cha, :key :magic-missile, :level 1}} {:level 5, :value {:ability :cha, :key :web, :level 2}}], :traits [{:description "You know the mage hand cantrip. When you reach 3rd level, you can cast the magic missile spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the web spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells", :name "Legacy of Cania"}]}, :zariel {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/str 1}, :key :zariel, :name "Zariel", :option-pack "Fiendish Options", :props {:language {:abyssal true}}, :race :tiefling-ua-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 3, :value {:ability :cha, :key :searing-smite, :level 1}} {:level 5, :value {:ability :cha, :key :branding-smite, :level 2}}], :traits [{:description "You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Avernus"}]}}}, "KP - Deep Magic 08 - Battle Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/feats {:arcane-charger {:ability-increases #{}, :description "Prerequisite: Must be able to cast at least one cantrip.\nWhen you Dash as an action, you can cast a touch cantrip using your bonus action. If you move at least 10 ft in a straight line and hit with your cantrip, you can either get a +5 bonus to damage or push the target 10 ft from you.", :key :arcane-charger, :name "Arcane Charger", :option-pack "KP Battle Magic", :prereqs #{}}, :arms-booster {:ability-increases #{}, :description "You can channel the power of your spells into an ally’s weapon. By touching a weapon and expending a spell slot of 1st level or higher as an action, the weapon becomes temporarily magical for a number of rounds equal to the level of the spell slot expended.\nThe weapon counts as magical and gains a +1 bonus to damage rolls but gains no bonus to attack rolls. This effect ends when the duration expires, when you lose your concentration, or when you cast a spell that requires your concentration. You must complete a short or long rest before you can use arcane infusion again.", :key :arms-booster, :name "Arms Booster", :option-pack "KP Battle Magic", :prereqs #{:spellcasting}}, :battlecaster {:ability-increases #{}, :description "You are skilled at casting spells with a weapon in hand.\n• You can use a weapon that you’re proficient with as a spellcasting focus.\n• When wielding a magical weapon that you’re proficient with and that provides a bonus to hit and damage, you can also add that weapon’s bonus to damage rolls for spells you cast.\n• You gain proficiency with a simple or martial weapon of your choice.", :key :battlecaster, :name "Battlecaster", :option-pack "KP Battle Magic", :prereqs #{:spellcasting}}, :eldritch-lifesaver {:ability-increases #{}, :description "You’ve learned to cannibalize the power of your spells to reinvigorate your allies. As a bonus action, you can expend a spell slot of 1st level or higher to heal yourself or an ally within 30 feet. The number of hit points healed equals the level of the expended slot. In addition, the target gains temporary hit points equal to your spellcasting ability modifier.\nYou must finish a long rest before you can use eldritch lifesaver again.", :key :eldritch-lifesaver, :name "Eldritch Lifesaver", :option-pack "KP Battle Magic", :prereqs #{:spellcasting}}, :elemental-trapper {:ability-increases #{}, :description "Your spells that do elemental damage leave a lingering danger on the battlefield. When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you cast a spell of 1st level or higher that does the chosen type of damage, you can choose to leave behind an elemental cloud that fills the same area as the original spell. Spells that target individuals create a 5-foot-diameter cloud in the target’s space. The cloud is stationary and lasts until the start of your next turn. Creatures that end their turn inside an elemental cloud take damage of the cloud’s type equal to your spellcasting ability modifier + the level of the spell slot expended when the spell was cast.", :key :elemental-trapper, :name "Elemental Trapper", :option-pack "KP Battle Magic", :prereqs #{:spellcasting}}, :inspirational-caster {:ability-increases #{}, :description "Your impressive and inspiring spells rally allies to your cause.\n• You gain proficiency in your choice of Intimidation or Persuasion.\n• If you target allies with a spell that does not cause damage, those allies gain advantage on saving throws to resist effects that cause charm or fear for a number of rounds equal to your Charisma ability modifier, in addition to the normal effect of the spell.", :key :inspirational-caster, :name "Inspirational Caster", :option-pack "KP Battle Magic", :prereqs #{:orcpub.dnd.e5.character/cha :spellcasting}}, :merciful-caster {:ability-increases #{}, :description "You are skilled at taking prisoners through the use of even deadly magic. When damage from one of your spells drops a creature to 0 hit points, you can choose to knock that creature unconscious instead of killing it. You must complete a long rest before merciful caster can be used again.", :key :merciful-caster, :name "Merciful Caster", :option-pack "KP Battle Magic", :prereqs #{:spellcasting}}, :resolute-caster {:ability-increases #{}, :description "Your magic takes on a life of its own when it matters most. Your spells with a duration of concentration remain in effect after you lose concentration until the start of your next turn. This is true whether you lost concentration from taking damage, from being knocked unconscious, or even from being killed. (In the case of your death, the spell ends at the point when your next turn would have begun, if you were alive to take it.)", :key :resolute-caster, :name "Resolute Caster", :option-pack "KP Battle Magic", :prereqs #{:spellcasting}}}, :orcpub.dnd.e5/spells {:mass-blade-ward {:description "You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the targets have resistance against bludgeoning, piercing, and slashing damage from weapon attacks. If a target moves farther than 30 feet from you, the effect ends for that creature.", :key :mass-blade-ward, :school "abjuration", :name "Mass Blade Ward", :duration "1 round", :level 2, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :fault-line {:description "This spell thrusts the ground sharply upward along a 60-foot line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in an affected space are knocked prone and take 8d6 bludgeoning damaging. Creatures that make a successful Dexterity saving throw take half damage and are not knocked prone. This spell doesn’t damage permanent structures.", :key :fault-line, :school "evocation", :name "Fault Line", :duration "Permanent", :level 6, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 reaction", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "self"}, :sudden-dawn {:description "You call upon morning to arrive ahead of schedule.\nWith a sharp word, you create a 60-foot-diameter cylinder of light centered on a point within range. The area inside the cylinder is brightly lit. The light stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.", :key :sudden-dawn, :school "evocation", :name "Sudden Dawn", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "100 feet"}, :hobble-mount {:key :hobble-mount, :school "necromancy", :name "Hobble Mount", :duration "Concentration, up to 1 hour", :level 1, :option-pack "KP Battle Magic", :components {:material-component "When you cast hobble mount as a successful melee attack spell against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can't move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.\nThis spell has no effect on a creature that your GM deems to not be a mount.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. ", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer false, :warlock true, :wizard true}, :range "touch"}, :shared-sacrifice {:description "You join your life force to that of up to five allies. Each target takes 5 necrotic damage that can’t be reduced but can be healed normally, as they channel their energy into a pool of life essence containing the donated hit points. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and channeling hit points from the pool into the injured creature. The injured creature heals hit points equal to your spellcasting ability modifier, and the hit points remaining in the pool decrease by the same amount. This can be repeated until all the hit points in the pool are gone or the spell’s duration expires.", :key :shared-sacrifice, :school "evocation", :name "Shared Sacrifice", :duration "1 hour", :level 2, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :curse-of-incompetence {:description "With mocking gestures, you leave the target incapable of performing at or even near its best. If the target fails an Intelligence saving throw, then for the spell’s duration, it has disadvantage on Intelligence, Wisdom, and Charisma checks made to direct a battle, determine tactics, or give directions or orders to other creatures. Additionally, each time the target gives commands, directions, or orders to other creatures, those creatures must roll a d4 and subtract the result from their Initiative as they struggle to comprehend and implement the confusing new directions. This applies to command abilities such as the orc war chief ’s Battle Cry and the hobgoblin warlord’s Leadership.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum duration increases by 1 minute for each slot level above 3rd.", :key :curse-of-incompetence, :school "necromancy", :name "Curse of Incompetence", :duration "Concentration, up to 1 minute", :level 3, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "120 feet"}, :trench {:description "With scooping gestures, you cause the ground to slowly sink into a trench 5 feet deep, 5 feet across, and 60 feet long. The trench forms slowly enough that enemies have no chance of falling into it.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the trench’s width increases by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.", :key :trench, :school "transmutation", :name "Trench", :duration "Permanent", :level 2, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :wresting-wind {:description "By blowing a pinch of confetti from your cupped hand, you create a burst of air that can tear weapons out of the hands of your enemies. Each enemy within 20 feet of the point you target must make a successful Strength saving throw or drop everything held in their hands. The objects land 10 feet away from the creatures who dropped them, in a random direction.", :key :wresting-wind, :school "evocation", :name "Wresting Wind", :duration "Instantaneous", :level 2, :option-pack "KP Battle Magic", :components {:material true, :material-component "a handful of paper confetti", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard false}, :range "90 feet"}, :adjust-positioning {:description "You adjust the location of an ally to a better tactical position. You move one willing creature 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting or gating), so there can be no physical blockage (wall, door) between them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.", :key :adjust-positioning, :school "transmutation", :name "Adjust Positioning", :duration "Instantaneous", :level 1, :option-pack "KP Battle Magic", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :walking-wall {:description "This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can’t Dash. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall’s movement and attacks as a bonus action. If you choose not to direct it, the wall continues executing the last command you gave it. The wall can’t use reactions. Each successful attack does 4d6 slashing damage, and the damage is considered magical. The walking wall can be attacked. It has AC 12, 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If reduced to 0 hit points or when the spell’s duration ends, the wall disappears and the 100 miniature axes fall to the ground in a tidy heap.", :key :walking-wall, :school "transmutation", :name "Walking Wall", :duration "Concentration, up to 10 minutes", :level 7, :option-pack "KP Battle Magic", :components {:material true, :material-component "100 miniature axes", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :reposition {:description "You target up to three friendly creatures (one of which can be yourself) within 30 feet. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.", :key :reposition, :school "conjuration", :name "Reposition", :duration "Instantaneous", :level 4, :option-pack "KP Battle Magic", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :holy-ground {:description "You invoke the divine powers to bless the ground within 60 feet of you. Creatures slain in the area of effect cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.", :key :holy-ground, :school "evocation", :name "Holy Ground", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "KP Battle Magic", :components {:material true, :material-component "a vial of holy water that is consumed in the casting", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :by-the-light-of-the-watchful-moon {:description "Regardless of the time of day or location of your battle, you command the watchful gaze of the moon to illuminate threats to your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all threats within range, whether they’re enemies seen or unseen, or traps or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon’s soft glow. The glow does not make invisible creatures visible, but it does mark the invisible creature’s general location (somewhere within the 5-foot beam). The light moves with targets while the effect lasts, but targets that move out of the spell’s range are no longer illuminated. New threats are not revealed as they enter the range or as you move; only those that were within 90 feet of you when the spell was cast are illuminated.", :key :by-the-light-of-the-watchful-moon, :school "divination", :name "By the Light of the Watchful Moon", :duration "Concentration, up to 1 minute", :level 4, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "90 feet"}, :costly-victory {:description "You target ten enemies you can see that are within range. Each targeted enemy must make a Wisdom saving throw. If it fails, that creature is cursed to burst into flames if it reduces one of your allies to 0 hit points while this spell is in effect. The affected creature takes 6d8 fire damage and 6d8 radiant damage immediately when it bursts into flame. If the affected creature is wearing (or is made of) flammable material, it also catches on fire and continues burning; it takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the burning creature or one of its allies within 5 feet of it uses an action to extinguish the fire.", :key :costly-victory, :school "evocation", :name "Costly Victory", :duration "1 hour", :level 8, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90 feet"}, :warning-shout {:description "You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gets advantage on an initiative check made before your next turn.", :key :warning-shout, :school "divination", :name "Warning Shout", :duration "Instantaneous", :level 2, :option-pack "KP Battle Magic", :components {:verbal true}, :casting-time "1 reaction", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :poisoned-volley {:description "Drawing back an imaginary bowstring, you summon forth dozens of glowing green arrows that shower onto your enemies. All creatures in a 20-foot square within range take 3d8 poison damage and become poisoned; creatures that make a successful Constitution saving throw take half damage and are not poisoned.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :poisoned-volley, :school "conjuration", :name "Poisoned Volley", :duration "Instantaneous", :level 2, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :instant-fortification {:description "Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10-foot cube (including floor and roof). The walls are made of stone (AC 15), have 120 hit points each, and are immune to necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. Each wall has two arrow slits. One wall also includes a metal door with an arcane lock. You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 20 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check. \nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.", :key :instant-fortification, :school "transmutation", :name "Instant Fortification", :duration "Permanent", :level 5, :option-pack "KP Battle Magic", :components {:material true, :material-component "a stone statuette of a keep worth 250 gp which is consumed in the casting", :somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :nightfall {:description "You call upon night to arrive ahead of schedule. With a sharp word, you create a 60-foot-diameter cylinder of night centered on a point within range. The area inside the cylinder is normal darkness, heavily obscuring sight. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally. The darkness stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.", :key :nightfall, :school "evocation", :name "Nightfall", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "100 feet"}, :thunderous-wave {:description "You initiate a shockwave centered at a point you designate within range. The shockwave explodes outward through a 30-foot-radius sphere. This does no damage directly, but every creature the shockwave passes through must make a Strength saving throw. Those that fail are pushed 30 feet and knocked prone; if they strike a solid obstruction, they also take 5d6 bludgeoning damage. Those that succeed on the save are pushed 15 feet and are not knocked prone; they take 2d6 bludgeoning damage if they strike an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.", :key :thunderous-wave, :school "evocation", :name "Thunderous Wave", :duration "Instantaneous", :level 3, :option-pack "KP Battle Magic", :components {:material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "90 feet"}, :outflanking-boon {:description "This spell targets one enemy, who must make a Wisdom saving throw. If it fails, you gain an illusory ally that appears to make melee attacks against the targeted enemy. Your allies get advantage on melee attacks against the target thanks to the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.", :key :outflanking-boon, :school "illusion", :name "Outflanking Boon", :duration "Concentration, up to 1 minute", :level 3, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :inspiring-speech {:description "The verbal component of this spell is a 10-minute‑long, rousing speech by you. At the end of the speech, all your allies within the area of effect who heard the speech gain a +1 bonus on attack rolls and have advantage on saving throws against charm and fear effects for 1 hour. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one inspiring speech at a time; subsequent, overlapping castings have no additional effect and don’t extend the spell’s duration.", :key :inspiring-speech, :school "enchantment", :name "Inspiring Speech", :duration "1 hour", :level 4, :option-pack "KP Battle Magic", :components {:verbal true}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :instant-siege-weapon {:description "Through this spell, you instantly transform raw materials into a siege engine (see the Dungeon Master’s Guide for details). You can collect the raw materials before casting this spell, or you can target other creatures that have the raw materials in their possession, as long as everything needed is within the spell’s range. The raw materials for the spell don’t need to be the actual material a siege weapon is normally built from; they just need to be remotely like that and have a value in gold at least equal to the weapon’s hit points. (For example, a mangonel has 100 hit points. Instant siege weapon will fashion any collection of raw material worth at least 100 gp into a mangonel, whether that’s a small house, three wagons, or two heavy crossbows.) The siege weapon is limited to a maximum size of Large (no siege towers or trebuchets). The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made; at 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots’ worth of ammunition.", :key :instant-siege-weapon, :school "transmutation", :name "Instant Siege Weapon", :duration "Permanent", :level 4, :option-pack "KP Battle Magic", :components {:material true, :material-component "raw materials with value in gp equal to the hit points of the siege weapons to be created", :somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :spur-mount {:description "You urge your mount to greater speed. Until the beginning of your next turn, your mount can Dash or Disengage as a bonus action. This spell has no effect on a creature that you are not riding or that your GM deems is not a mount.", :key :spur-mount, :school "transmutation", :name "Spur Mount", :duration "1 round", :level 1, :option-pack "KP Battle Magic", :components {:material true, :material-component "an apple or sugar cube", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :mass-hobble-mount {:description "When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage. This spell has no effect on a creature that your GM deems to not be a mount. \nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", :key :mass-hobble-mount, :school "necromancy", :name "Mass Hobble Mount", :duration "Concentration, up to 1 hour", :level 3, :option-pack "KP Battle Magic", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :boiling-oil {:description "You conjure a shallow, 30-foot-diameter pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature entering the pool or beginning its turn in the pool takes 3d8 fire damage and falls prone. Creatures that make a successful Dexterity saving throw take half damage and don’t fall prone.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd", :key :boiling-oil, :school "conjuration", :name "Boiling Oil", :duration "Concentration, up to 1 minute", :level 2, :option-pack "KP Battle Magic", :components {:material true, :material-component "a vial of oil", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}}}, "D&D 5th editiion" {:orcpub.dnd.e5/spells {:geas {:description "You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.\nAt Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the Spells mentioned above.", :key :geas, :school "enchantment", :name "Geas", :duration "30 days", :level 5, :option-pack "D&D 5th editiion", :components {:verbal true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}}}, "5eHB - Vampire Race - (Kol_dar#2111)" {:orcpub.dnd.e5/feats {:animating-bite-vampire-feat- {:ability-increases #{}, :description "Your fangs produce an animating non-toxic venom that animates corpses. If a humanoid dies after it has been bitten, it will rise on midnight as a zombie and will take simple commands from you. You may have up to four zombies under your control through this method at a time, and you can choose which corpses fall under your control. Other corpses which rise that are not under your control are hostile towards you and others.\n\nAt 18th level, your bite may raise vampire spawns instead of zombies. You may have up to two vampire spawns under your control through this method at any time.", :key :animating-bite-vampire-feat-, :name "Animating Bite (Vampire Feat)", :option-pack "Vampire (5e Race)", :prereqs #{}}, :children-of-the-night-vampire-feat- {:ability-increases #{}, :description "As an action, you may magically call 2 (1d4) swarms of bats(MM p. 337) or rats(MM p. 339), provided the sun isn't up. While outdoors, you can call 3 (1d6) wolves(MM p. 341) instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, and can be dismissed as a bonus action. You may not call on more than one swarm at any time.", :key :children-of-the-night-vampire-feat-, :name "Children of the Night (Vampire Feat)", :option-pack "Vampire (5e Race)", :prereqs #{}}, :dark-magic-vampire-feat- {:ability-increases #{}, :description "You gain the chill touch cantrip and 2 other cantrips from the warlock spell list or the socerer spell list at will, your spellcasting ability is Charisma.\n\nIf spells need any material components, you can cast the spells without their components.", :key :dark-magic-vampire-feat-, :name "Dark Magic (Vampire Feat)", :option-pack "Vampire (5e Race)", :prereqs #{}}, :shapechanger-vampire-feat- {:ability-increases #{}, :description "If you aren't in sunlight or running water, you can use your action to polymorph into a bat(MM p. 318), or starting 11th level, a giant bat(MM p. 323). You can also turn into a medium cloud of mist, or back into your true form at will.\n\nYou cannot talk or cast spells while in bat form, however you can still use your vampire bite ability. All of your stats remain the same except for speed and flying speed. A tiny bat has a base speed of 5 ft. and flying speed of 30 ft. A giant bat has a base speed of 10 ft. and flying speed of 60 ft.\n\nYou can also transform into mist form as an action or transform back to your humanoid form at the end of your turn if you wish. While in this form you have the same properties outlined in the misty escape ability.", :key :shapechanger-vampire-feat-, :name "Shapechanger (Vampire Feat)", :option-pack "Vampire (5e Race)", :prereqs #{}}, :superior-body-vampire-feat- {:ability-increases #{}, :description "You can use your vampire reflexes to dodge attacks. While you are wearing no armor or shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.\n\nYour base movement speed increases by 10 feet.\n\nYour climbing speed is equal to your movement speed, and you also have the spider climb ability, which allows you to climb difficult surfaces, including upside down, without needing to make an ability check. You can also avoid fall damage of up to 60 feet.", :key :superior-body-vampire-feat-, :name "Superior Body (Vampire Feat)", :option-pack "Vampire (5e Race)", :prereqs #{}, :props {:speed 10}}, :unnatural-charm-vampire-feat- {:ability-increases #{}, :description "As an action, you can target one humanoid you can see within 30 feet. If the target can see you, it must succeed a Wisdom saving throw against 8 + your proficiency level + your Charisma modifier, or be charmed. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your direct control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack.\n\nEach time you or one of your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts for 24 hours, until you are destroyed, until you on a different plane of existence than the target, or if you take a bonus action to end the effect.", :key :unnatural-charm-vampire-feat-, :name "Unnatural Charm (Vampire Feat)", :option-pack "Vampire (5e Race)", :prereqs #{}}}, :orcpub.dnd.e5/races {:vampire {:key :vampire, :speed 30, :name "Vampire", :darkvision 120, :spells [{:value {:ability :cha, :key :message}}], :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack "Vampire (5e Race)", :profs {:language-options {:choose 1, :options {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :sylvan false, :elvish false, :abyssal false, :infernal false, :celestial false, :common false, :undercommon false, :primordial false, :giant false, :halfling false, :goblin false}}}, :languages #{"Common"}, :traits [{:description "You are considered undead. You still need to eat and sleep.", :name "Undead"} {:description "You start the game with a coffinic structure and you know one Vampire Feat.", :name "Vampire"} {:description "You know the message cantrip.", :name "Weak Telepathy"} {:description "Dark magic runs your life force, therefore you become immune to necrotic damage and instead gain health equal to the damage taken. You are vulnerable to radiant and fire damage.\n\nHealth potions and healing do not have a healing effect on you. Instead they deal poison damage equal to the amount that was meant to heal. To heal you must either drink blood, or be the target of a spell meant to deal necrotic damage.", :name "Unholy Body"} {:description "Vampires develop a ferocious bite after turning. As an action, you can make a melee attack on a target with your fangs adding your proficiency and dexterity modifier. On a hit, the target takes 1d6 plus your dexterity modifier of piercing damage. This damage is increased by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). But, if the vampire wants to, it can choose to not deal damage.\n\nIf the target is an organic humanoid or a beast, and the target is paralyzed, charmed, incapacitated, restrained, or grappled, you may use your bonus action to drink their blood dealing 1d8 plus your constitution modifier of necrotic damage. This damage is increased by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). This is equal to consuming a ration. If the target is humanoid, you gain health equal to half the damage dealt rounded down.", :name "Vampire Bite"} {:description "While you can sustain yourself in the short term with normal food rations, you must drink blood in order to sustain your unholy existence. If you do not drink at least one ration of blood every seven days, you suffer one level of exhaustion which can only be negated by drinking blood. The blood you drink can be humanoid or beast.\n\nAt the sixth level of exhaustion, instead of suffering death, you become permanently paralyzed until someone force feeds you blood. After consuming one ration of humanoid blood, or four rations of beast blood, you recover one level of exhaustion.\n\nYou can drink blood from a fresh corpse which has been dead no longer than 10 minutes, however you only gain hit points if the target is alive. Alternatively, you can collect one ration of blood from a living target or fresh corpse in a vial, which keeps for 10 days.", :name "Blood Drinker"} {:description "When you drop to 0 hit points outside of your coffinic structure, you transform into a cloud of mist instead of falling unconscious, provided there isn’t sunlight or running water. If you can't transform, you are destroyed.\n\nWhile in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.\n\nWhile you have 0 hit points in mist form, you can't revert to your vampire form. If you cannot get to your coffinic structure within 2 hours, or before sunrise, you teleport to it and suffer six levels of exhaustion and are destroyed.\n\nA coffinic structure is made from the wood of your original coffin, is large enough to encase your body in, and must have an opening to allow mist to enter and exit.", :name "Misty Escape"} {:description "Though vampires can be incredibly strong, a curse still comes with a list of drawbacks.\n\nSunlight Hypersensitivity\nVampires burn in the sun and usually become nocturnal as a result. Vampires need to find some way to shield themselves from sunlight out of necessity. If you start your turn in direct sunlight, you take 3d6 radiant damage (before vulnerability). You also have disadvantage on any attack rolls and ability checks when in direct sunlight.\n\nStake to the Heart\nIf a piercing weapon made of wood is driven into your heart while incapacitated in your coffinic structure, you become paralyzed until the stake is removed.\n\nRunning Water\nVampires flesh is torn apart in the presence of water, vampires take acid damage equal to two times their level if they end their turn in running water. This damage may not be reduced in way.", :name "Vampire Weaknesses"}]}}}, "5eHB - Siren - (Mad Myles#4818)" {:orcpub.dnd.e5/races {:siren {:key :siren, :speed 30, :name "Siren", :spells [{:value {:ability :cha, :key :friends}}], :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Siren", :languages #{"Aquan" "Common"}, :props {:swimming-speed 50}, :traits [{:description "You know the friends cantrip. When you reach 3rd level you can cast the charm person spell once with this trait and you regain the ability to do so when you finish a long rest. When you reach 5th level you can cast the suggestion spell once with this trait and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. If the target does not have a gender, is of the same gender, or is a child, the spell fails.", :name "Siren's Call"} {:description "As an action you can polymorph into one creature (up to CR 1) that has the water breathing trait.", :name "Siren Form"} {:description "You can breathe underwater.", :name "Amphibious "}]}}, :orcpub.dnd.e5/subraces {:hybrid {:abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 1}, :key :hybrid, :name "Hybrid", :option-pack "Siren", :race :siren, :traits [{:description "Increase the ability scores benefited by your parent's race by 1. For example, if your other parent is a Wood Elf, increase your Dexterity and Wisdom scores by 1. If the parent's race provides Charisma as a bonus, choose one other ability score other than Charisma and the other ability score being increased, and increase that score by 1.", :name "Ability Score Increase"} {:description "When using any spell from Siren's Call, gain advantage against the parent race. You know the language of the parent race. If none, you can communicate with the parent race.", :name "Hybrid Parent"}]}, :pureblood {:abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/wis 1}, :key :pureblood, :name "Pureblood", :option-pack "Siren", :props {:language {:dwarvish true, :elvish true}}, :race :siren, :traits [{:description "A Purebreed's Siren form's CR can be up to 2.", :name "Royal Blood"} {:description " A Pure Breed's call is one of the strongest forces in the oceans. When you use your Siren's Call ability, the target has disadvantage on their saves and attacks. You learn Command and cast it without using a spell slot. You also have advantage on your Charsima checks and saves. This targets all enemies who can hear it within 60ft.", :name "Master of the Call"} {:name ""}]}}}, "Xanathar's Guide to Everything (110818)" {:orcpub.dnd.e5/feats {:orcish-fury {:ability-increases #{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Prerequisite: Half-Orc\n- When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.\n- Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.", :key :orcish-fury, :name "Orcish Fury", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:half-orc true}}, :prereqs #{}}, :bountiful-luck {:ability-increases #{}, :description "Prerequisite: Halfling\nYour people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!\nWhen an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.\nWhen you use this ability, you can’t use your Lucky racial trait before the end of your next turn.", :key :bountiful-luck, :name "Bountiful Luck", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:halfling true}}, :prereqs #{}}, :drow-high-magic {:ability-increases #{}, :description "Prerequisite: Elf (drow)\nYou learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.", :key :drow-high-magic, :name "Drow High Magic", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:elf true}}, :prereqs #{}}, :wood-elf-magic {:ability-increases #{}, :description "Prerequisite: Elf (wood)\nYou learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the long strider and pass Without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.", :key :wood-elf-magic, :name "Wood Elf Magic", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:elf true}}, :prereqs #{}}, :prodigy {:ability-increases #{}, :description "You have a knack for learning new things. You gain the following benefits:\n• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.\n• Choose one skill in which you have proficiency. You gain expertise with that skill , which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.", :key :prodigy, :name "Prodigy", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:half-elf true, :half-orc true, :human true}}, :prereqs #{}, :props {:language-choice 1, :skill-tool-choice 2}}, :dragon-fear {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Prerequisite: Dragonborn\nInstead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.", :key :dragon-fear, :name "Dragon Fear", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:dragonborn true}}, :prereqs #{}}, :second-chance {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/dex}, :description "Prerequisite: Halfling\n- When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.", :key :second-chance, :name "Second Chance", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:halfling true}}, :prereqs #{}}, :squat-nimbleness {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "Prerequisite: Dwarf or a Small race\nYou gain proficiency in the Acrobatics or Athletics skill (your choice). - You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.", :key :squat-nimbleness, :name "Squat Nimbleness", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:dwarf true, :gnome true, :goblin true, :halfling true, :kobold true}}, :prereqs #{}, :props {:skill-prof-or-expertise {:acrobatics false, :athletics false}, :speed 5}}, :fey-teleportation {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/int}, :description "Prerequisite: Elf (high)\n. You learn to speak, read, and write Sylvan.\n. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.", :key :fey-teleportation, :name "Fey Teleportation", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:elf true}}, :prereqs #{}}, :flames-of-phlegethos {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/int}, :description "Prerequisite: Tiefling\n- When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\n- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.", :key :flames-of-phlegethos, :name "Flames of Phlegethos", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:tiefling true, :tiefling-mtof-variant- true, :tiefling-scag- true, :tiefling-scag-non-winged-variant- true, :tiefling-scag-winged-variant- true, :tiefling-tobm-variant- true, :tiefling-ua- true, :tiefling-winged- true}}, :prereqs #{}}, :infernal-constitution {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "Prerequisite: Tiefling\nYou have advantage on saving throws against being poisoned.", :key :infernal-constitution, :name "Infernal Constitution", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:tiefling true, :tiefling-mtof-variant- true, :tiefling-scag- true, :tiefling-scag-non-winged-variant- true, :tiefling-scag-winged-variant- true, :tiefling-tobm-variant- true, :tiefling-ua- true, :tiefling-winged- true}}, :prereqs #{}, :props {:damage-resistance {:cold true, :poison true}}}, :dwarven-fortitude {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "Prerequisite: Dwarf\nWhenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).", :key :dwarven-fortitude, :name "Dwarven Fortitude", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:dwarf true}}, :prereqs #{}}, :elven-accuracy {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :description "Prerequisite: Elf or Half-Elf\nWhenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once", :key :elven-accuracy, :name "Elven Accuracy", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:elf true, :half-elf true}}, :prereqs #{}}, :dragon-hide {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Prerequisite: Dragonborn\nYou manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:\n- Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.\n- You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.", :key :dragon-hide, :name "Dragon Hide", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:dragonborn true}}, :prereqs #{}}, :fade-away {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :description "Prerequisite: Gnome\nImmediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.", :key :fade-away, :name "Fade Away", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:gnome true}}, :prereqs #{}}}, :orcpub.dnd.e5/invocations {:trickster-s-escape {:description "Prerequisite: 7th level\n\nYou can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.", :key :trickster-s-escape, :name "Trickster’s Escape", :option-pack "Xanathar's Guide to Everything"}, :shroud-of-shadow {:description "Prerequisite: 15th level\n\nYou can cast invisibility at will, without expending a spell slot.", :key :shroud-of-shadow, :name "Shroud of Shadow", :option-pack "Xanathar's Guide to Everything"}, :gift-of-the-depths {:description "Prerequisite: 5th level\n\nYou can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending a spell slot. \n\nYou regain the ability to do so when you finish a long rest.", :key :gift-of-the-depths, :name "Gift of the Depths", :option-pack "Xanathar's Guide to Everything"}, :eldritch-smite {:description "Prerequisite: 5th level, Pact of the Blade feature\n\nOnce per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.", :key :eldritch-smite, :name "Eldritch Smite", :option-pack "Xanathar's Guide to Everything"}, :relentless-hex {:description "Prerequisite: 7th level, hex spell or a warlock feature that curses\n\nYour curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.", :key :relentless-hex, :name "Relentless Hex", :option-pack "Xanathar's Guide to Everything"}, :grasp-of-hadar {:description "Prerequisite: eldritch blast cantrip\n\nOnce on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.", :key :grasp-of-hadar, :name "Grasp of Hadar", :option-pack "Xanathar's Guide to Everything"}, :cloak-of-flies {:description "Prerequisite: 5th level\n\nAs a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through\ntotal cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.\nThe aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of O damage).\nOnce you use this invocation, you can’t use it again until you finish a short or long rest.", :key :cloak-of-flies, :name "Cloak of Flies", :option-pack "Xanathar's Guide to Everything"}, :ghostly-gaze {:description "Prerequisite: 7th level\n\nAs an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. \n\nOnce you use this invocation, you can’t use it again until you finish a short or long rest.", :key :ghostly-gaze, :name "Ghostly Gaze", :option-pack "Xanathar's Guide to Everything"}, :lance-of-lethargy- {:description "Prerequisite: eldritch blast cantrip\n\nOnce on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.", :key :lance-of-lethargy-, :name "Lance of Lethargy ", :option-pack "Xanathar's Guide to Everything"}, :maddening-hex {:description "Prerequisite: 5th level, hex spell or a warlock feature that curses\n\nAs a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.", :key :maddening-hex, :name "Maddening Hex", :option-pack "Xanathar's Guide to Everything"}, :improved-pact-weapon {:description "Prerequisite: Pact of the Blade feature\n\nYou can use any weapon you summon with your Pact of\nthe Blade feature as a spellcasting focus for your warlock spells.\n\nIn addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.", :key :improved-pact-weapon, :name "Improved Pact Weapon", :option-pack "Xanathar's Guide to Everything"}, :aspect-of-the-moon-prerequisite-pact-of-the-tome-feature- {:description "You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.", :key :aspect-of-the-moon-prerequisite-pact-of-the-tome-feature-, :name "Aspect of the Moon (Prerequisite: Pact of the Tome feature)", :option-pack "Xanathar's Guide to Everything"}, :gift-of-the-ever-living-ones {:description "Prerequisite: Pact of the Chain feature\n\nWhenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.", :key :gift-of-the-ever-living-ones, :name "Gift of the Ever-Living Ones", :option-pack "Xanathar's Guide to Everything"}, :tomb-of-levistus {:description "Prerequisite: 5th level\n\nAs a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.\n\nOnce you use this invocation, you can’t use it again until you finish a short or long rest.", :key :tomb-of-levistus, :name "Tomb of Levistus", :option-pack "Xanathar's Guide to Everything"}}, :orcpub.dnd.e5/selections {:arcane-shot {:key :arcane-shot, :name "Arcane Shot", :option-pack "Xanathar's Guide to Everything", :options [{:description "You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.\n", :name "Banishing Arrow"} {:description "You weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class", :name "Brute Bane Arrow"} {:description "You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.", :name "Bursting Arrow"} {:description "When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.", :name "Grasping\tArrow"} {:description "Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target. The psychic damage increases to 4d6 when you reach 18th level in this class.", :name "Mind-Scrambling Arrow"} {:description "You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.", :name "Piercing Arrow"} {:description "Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class.", :name "Seeking Arrow"} {:description "You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class", :name "Shadow Arrow"}]}}, :orcpub.dnd.e5/spells {:dawn {:description "The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.\nWhen the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.\nIf you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.", :key :dawn, :school "evocation", :name "Dawn", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a sunburst pendant worth at least 100 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :wizard true}, :range "60 feet"}, :summon-greater-demon {:description "You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.\nRoll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.\nAt the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.", :key :summon-greater-demon, :school "conjuration", :name "Summon Greater Demon", :duration "Concentration, up to 1 hour", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a vial of blood from a humanoid killed within the past 24 hours", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :steel-wind-strike {:description "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.\nYou can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.", :key :steel-wind-strike, :school "conjuration", :name "Steel Wind Strike", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a melee weapon worth at least 1 sp", :somatic true}, :casting-time "1 action", :spell-lists {:ranger true, :sorcerer false, :wizard true}, :range "30 feet"}, :tenser-s-transformation {:description "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:\n-You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n-You have advantage on attack rolls that you make with simple and martial weapons.\n-When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n-You have proficiency with all armor, shields, simple weapons, and martial weapons.\n-You have proficiency in Strength and Constitution saving throws.\n-You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.", :key :tenser-s-transformation, :school "transmutation", :name "Tenser’s Transformation", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a few hairs from a bull", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Self"}, :druid-grove {:description "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\nThe spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nThe entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\n\nSolid Fog: You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\n\nGrasping Undergrowth: You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\n\nGrove Guardians: You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\n\nAdditional Spell Effect: You can place your choice of one of the following magical effects within the warded area:\n-A constant gust of wind in two locations of your choice\n-Spike growth in one location of your choice\n-Wind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.", :key :druid-grove, :school "abjuration", :name "Druid Grove", :duration "24 hours", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon", :somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:druid true}, :range "Touch"}, :crown-of-stars {:description "Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.\nIf you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.", :key :crown-of-stars, :school "evocation", :name "Crown of Stars", :duration "1 hour", :level 7, :option-pack "Xanathar's Guide to Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :toll-the-dead {:description "You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.\nThe spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).", :key :toll-the-dead, :school "necromancy", :name "Toll the Dead", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:cleric true, :warlock true, :wizard true}, :range "60 feet"}, :power-word-pain {:description "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.\nWhile the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.\nA target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.", :key :power-word-pain, :school "enchantment", :name "Power Word Pain", :duration "Instantaneous", :level 7, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :enervation {:description "A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.\nWhenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", :key :enervation, :school "necromancy", :name "Enervation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :mind-spike {:description "You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", :key :mind-spike, :school "divination", :name "Mind Spike", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :wrath-of-nature {:description "You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.\n\nGrasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.\n\nTrees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.\n\nRoots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.\n\nRocks: As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.", :key :wrath-of-nature, :school "evocation", :name "Wrath of Nature", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "120 feet"}, :tiny-servant {:description "You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.\nAs a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.\nWhen the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.", :key :tiny-servant, :school "transmutation", :name "Tiny Servant", :duration "8 hours", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:wizard true}, :range "Touch"}, :invulnerability {:description "You are immune to all damage until the spell ends.", :key :invulnerability, :school "abjuration", :name "Invulnerability", :duration "Concentration, up to 10 minutes", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a small piece of adamantine worth at least 500 gp, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Self"}, :mighty-fortress {:description "A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.\nThe fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.\nA small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.\nA staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.\nThe walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.\nAfter 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.\nCasting this spell on the same spot once every 7 days for a year makes the fortress permanent.", :key :mighty-fortress, :school "conjuration", :name "Mighty Fortress", :duration "Instantaneous", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a diamond worth at least 500 gp, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:wizard true}, :range "1 mile"}, :find-greater-steed {:description "You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYou control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.\nThe mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.\nYou can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.\nWhenever the mount disappears, it leaves behind any objects it was wearing or carrying.", :key :find-greater-steed, :school "conjuration", :name "Find Greater Steed", :duration "Instantaneous", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:paladin true}, :range "30 feet"}, :shadow-blade {:description "You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.\nIf you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.\nAt Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.", :key :shadow-blade, :school "illusion", :name "Shadow Blade", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :summon-lesser-demons {:description "You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.\n(d6) Demons Summoned\n(1–2) Two demons of challenge rating 1 or lower\n(3–4) Four demons of challenge rating 1/2 or lower\n(5–6) Eight demons of challenge rating 1/4 or lower\nThe DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.\nThe demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.", :key :summon-lesser-demons, :school "conjuration", :name "Summon Lesser Demons", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a vial of blood from a humanoid killed within the past 24 hours", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :illusory-dragon {:description "By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.\nWhen the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.\nAs a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.\nThe illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.", :key :illusory-dragon, :school "illusion", :name "Illusory Dragon", :duration "Concentration, up to 1 minute", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "120 feet"}, :healing-spirit {:description "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).\nUntil the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.\nAs a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.", :key :healing-spirit, :school "conjuration", :name "Healing Spirit", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 bonus action ", :spell-lists {:druid true, :ranger true}, :range "60 feet"}, :wall-of-light {:description "A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.\nWhen the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\nA creature that ends its turn in the wall’s area takes 4d8 radiant damage.\nUntil the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", :key :wall-of-light, :school "evocation", :name "Wall of Light", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a hand mirror", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :temple-of-the-gods {:description "You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.\nYou make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.\nThe temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.\nThe temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.\nIn addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.\nFinally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).\nThe temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.\nCasting this spell on the same spot every day for a year makes this effect permanent.", :key :temple-of-the-gods, :school "conjuration", :name "Temple of the Gods", :duration "24 hours", :level 7, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a holy symbol worth at least 5 gp", :somatic true, :verbal true}, :casting-time "1 hour", :spell-lists {:cleric true}, :range "120 feet"}, :zephyr-strike {:description "You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.\nOnce before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.", :key :zephyr-strike, :school "transmutation", :name "Zephyr Strike", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :dragon-s-breath {:description "You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", :key :dragon-s-breath, :school "transmutation", :name "Dragon’s Breath", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a hot pepper", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :wizard true}, :range "Touch"}, :catnap {:description "You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.", :key :catnap, :school "enchantment", :name "Catnap", :duration "10 minutes", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a pinch of sand", :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "30 feet"}, :sickening-radiance {:description "Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.\nWhen a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.", :key :sickening-radiance, :school "evocation", :name "Sickening Radiance", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :synaptic-static {:description "You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.\nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.", :key :synaptic-static, :school "enchantment", :name "Synaptic Static", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :word-of-radiance {:description "You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :word-of-radiance, :school "evocation", :name "Word of Radiance", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a holy symbol", :verbal true}, :casting-time "1 action", :spell-lists {:cleric true}, :range "5 feet"}, :scatter {:description "The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.", :key :scatter, :school "conjuration", :name "Scatter", :duration "Instantaneous", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :shadow-of-moil {:description "Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.\nUntil the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.", :key :shadow-of-moil, :school "necromancy", :name "Shadow of Moil", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "an undead eyeball encased in a gem worth at least 150 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true}, :range "Self"}, :chaos-bolt {:description "You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below:\n1 Acid\n2 Cold\n3 Fire\n4 Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\nIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.\nA creature can be targeted only once by each casting of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.", :key :chaos-bolt, :school "evocation", :name "Chaos Bolt", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true}, :range "120 feet"}, :cause-fear {:description "You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", :key :cause-fear, :school "necromancy", :name "Cause Fear", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action ", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :infernal-calling {:description "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.\nOn each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so.\nIf your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\nIf you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", :key :infernal-calling, :school "conjuration", :name "Infernal Calling", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a ruby worth at least 999 gp", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:warlock true, :wizard true}, :range "90 feet"}, :abi-dalzims-horrid-wilting {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.\nNonmagical plants in the area that are n't creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Xanathars Guide to Everything (arandomstringofnum#2919)", :components {:material true, :material-component "a bit of sponge", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :charm-monster {:description "You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", :key :charm-monster, :school "enchantment", :name "Charm Monster", :duration "1 hour", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :life-transference {:description "You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", :key :life-transference, :school "necromancy", :name "Life Transference", :duration "Instantaneous", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :wizard true}, :range "30 feet"}, :guardian-of-nature {:description "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\n\nPrimal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:\n-Your walking speed increases by 10 feet.\n-You gain darkvision with a range of 120 feet.\n-You make Strength-based attack rolls with advantage.\n-Your melee weapon attacks deal an extra 1d6 force damage on a hit.\n\nGreat Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n-You gain 10 temporary hit points.\n-You make Constitution saving throws with advantage.\n-You make Dexterity- and Wisdom-based attack rolls with advantage.\n-While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. ", :key :guardian-of-nature, :school "transmutation", :name "Guardian of Nature", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :paladin true}, :range "Self"}, :mental-prison {:description "You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.", :key :mental-prison, :school "illusion", :name "Mental Prison", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :psychic-scream {:description "You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.\nEach target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.\nA stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.", :key :psychic-scream, :school "enchantment", :name "Psychic Scream", :duration "Instantaneous", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :danse-macabre {:description "Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.\nYou can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.\nThe creatures are under your control until the spell ends, after which they become inanimate once more.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.", :key :danse-macabre, :school "necromancy", :name "Danse Macabre", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :create-homunculus {:description "While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus.\nThe statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus’s death.\nYou can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.", :key :create-homunculus, :school "transmutation", :name "Create Homunculus", :duration "Instantaneous", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp", :somatic true, :verbal true}, :casting-time "1 hour", :spell-lists {:wizard true}, :range "Touch"}, :enemies-abound {:description "You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.", :key :enemies-abound, :school "enchantment", :name "Enemies Abound", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :ceremony {:description "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\n\nAtonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\n\nBless Water: You touch one vial of water and cause it to become holy water.\n\nComing of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\n\nDedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\n\nFuneral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.\n\nWedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.", :key :ceremony, :school "abjuration", :name "Ceremony", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide to Everything", :components {:material true, :material-component "25 gp worth of powdered silver, which the spell consumes", :somatic true, :verbal true}, :ritual true, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\n\nAtonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\n\nBless Water: You touch one vial of water and cause it to become holy water.\n\nComing of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\n\nDedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\n\nFuneral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.\n\nWedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.", :key :ceremony, :school "abjuration", :name "Ceremony", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "25 gp worth of powdered silver, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 hour", :spell-lists {:cleric true, :paladin true}, :range "Touch"}], :casting-time "1 hour (ritual)", :spell-lists {:cleric true, :paladin true}, :range "Touch"}, :maddening-darkness {:description "Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.\nShrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.", :key :maddening-darkness, :school "evocation", :name "Maddening Darkness", :duration "Concentration, up to 10 minutes", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a drop of pitch mixed with a drop of mercury", :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "150 feet"}, :holy-weapon {:description "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.\nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.", :key :holy-weapon, :school "evocation", :name "Holy Weapon", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:cleric true, :paladin true}, :range "Touch"}, :primal-savagery {:description "You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.\nThe spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", :key :primal-savagery, :school "transmutation", :name "Primal Savagery", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :spare-the-dying-grave-domain- {:description "You target a living creature within range that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.", :key :spare-the-dying-grave-domain-, :school "necromancy", :name "Spare the Dying (Grave Domain)", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide to Everything", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 ft."}, :negative-energy-flood {:description "You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.\nIf you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.", :key :negative-energy-flood, :school "necromancy", :name "Negative Energy Flood", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a broken bone and a square of black silk", :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :mass-polymorph {:description "You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.\nEach target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.\nEach target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.\nThe creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.\nThe target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.", :key :mass-polymorph, :school "transmutation", :name "Mass Polymorph", :duration "Concentration, up to 1 hour", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a caterpillar cocoon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "120 feet"}, :thunder-step {:description "You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.\nYou can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.", :key :thunder-step, :school "conjuration", :name "Thunder Step", :duration "Instantaneous", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :snare {:description "As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.\nThis trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.\nThe trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.\nA restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.\nAfter the trap is triggered, the spell ends when no creature is restrained by it.", :key :snare, :school "abjuration", :name "Snare", :duration "8 hours", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "25 feet of rope, which the spell consumes", :somatic true, :verbal false}, :casting-time "1 minute", :spell-lists {:druid true, :paladin true, :wizard true}, :range "Touch"}, :infestation {:description "You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :infestation, :school "conjuration", :name "Infestation", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a living flea", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :far-step {:description "You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.", :key :far-step, :school "conjuration", :name "Far Step", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :skill-empowerment {:description "Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.\nYou must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.", :key :skill-empowerment, :school "transmutation", :name "Skill Empowerment", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "Touch"}, :soul-cage {:description "This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.\n\nSteal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.\n\nQuery Soul: You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\n\nBorrow Experience: You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.\n\nEyes of the Dead: You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.\nA creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.", :key :soul-cage, :school "necromancy", :name "Soul Cage", :duration "8 hours", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a tiny silver cage worth 100 gp", :somatic true, :verbal true}, :casting-time "1 reaction, which you take when a humanoid you can see within 60 feet of you dies", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}}, :orcpub.dnd.e5/subclasses {:way-of-the-drunken-master {:class :monk, :key :way-of-the-drunken-master, :level-modifiers [{:level 3, :type :skill-prof, :value :performance}], :name "Way of the Drunken Master", :option-pack "Xanathar's Guide To Everything", :traits [{:description "When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it. ", :level 3, :name "Bonus Proficiencies "} {:description "At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. ", :level 3, :name "Drunken Technique "} {:description "Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. \n\nLeap to Your Feet: When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.\n\nRedirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. ", :level 6, :name "Tipsy Sway"} {:description "Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.", :level 11, :name "Drunkard’s Luck"} {:description "At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.", :level 17, :name "Intoxicated Frenzy"}]}, :path-of-the-storm-herald {:class :barbarian, :key :path-of-the-storm-herald, :level-modifiers [], :name "Path of the Storm Herald", :option-pack "Xanathar's Guide To Everything", :traits [{:description "Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.\nYour aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.\nIf Your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\n\nDesert: When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.\n\nSea: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.\n\nTundra: When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.", :level 3, :name "Storm Aura"} {:description "At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.\n\nDesert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.\n\nSea: You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.\n\nTundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube Of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.", :level 6, :name "Storm Soul"} {:description "At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.", :level 10, :name "Shielding Storm"} {:description "At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.\n\nDesert: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.\n\nSea: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.\n\nTundra: Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.", :level 14, :name "Raging Storm"}]}, :the-hexblade {:class :warlock, :key :the-hexblade, :level-modifiers [{:type :weapon-prof, :value :martial} {:type :armor-prof, :value :shields} {:type :armor-prof, :value :medium}], :name "The Hexblade", :option-pack "Xanathar's Guide to Everything", :traits [{:description "Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:\n-You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.\n-Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.\n-If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).\nYou can’t use this feature again until you finish a short or long rest.", :name "Hexblade’s Curse"} {:description "The influence of your patron allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.", :name "Hex Warrior"} {:description "Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).\nThe specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. \nOnce you bind a specter with this feature, you can’t use the feature again until you finish a long rest. ", :level 6, :name "Accursed Specter"} {:description "At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. ", :level 10, :name "Armor of Hexes"} {:description "Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature. ", :level 14, :name "Master of Hexes"}], :warlock-spells {1 {0 :shield, 1 :wrathful-smite}, 2 {0 :blur, 1 :branding-smite}, 3 {0 :blink, 1 :elemental-weapon}, 4 {0 :phantasmal-killer, 1 :staggering-smite}, 5 {0 :banishing-smite, 1 :cone-of-cold}}}, :gloom-stalker {:class :ranger, :key :gloom-stalker, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :disguise-self, :level 1}} {:level 5, :type :spell, :value {:ability :wis, :key :rope-trick, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :fear, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :greater-invisibility, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :seeming, :level 5}}], :name "Gloom Stalker", :option-pack "Xanathar's Guide To Everything", :traits [{:description "At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.\nAt the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type. ", :level 3, :name "Dread Ambusher"} {:description "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.\nYou are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. ", :level 3, :name "Umbral Sight "} {:description "By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). ", :level 7, :name "Iron Mind"} {:description "At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. ", :level 11, :name "Stalker’s Flurry"} {:description "Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. ", :level 15, :name "Shadowy Dodge"}]}, :horizon-walker {:class :ranger, :key :horizon-walker, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :protection-from-evil-and-good, :level 1}} {:level 5, :type :spell, :value {:ability :wis, :key :misty-step, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :haste, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :banishment, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :teleportation-circle, :level 5}}], :name "Horizon Walker", :option-pack "Xanathar's Guide To Everything", :traits [{:description "At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.\nOnce you use this feature, you can’t use it again until you finish a short or long rest.\nSee the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.", :level 3, :name "Detect Portal"} {:description "At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.\nAs a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. ", :level 3, :name "Planar Warrior"} {:description "At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.\nOnce you use this feature, you can’t use it again until you finish a short or long rest. ", :level 7, :name "Ethereal Step"} {:description "At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.\nIf you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. ", :level 11, :name "Distant Strike"} {:description "At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.", :level 15, :name "Spectral Defense"}]}, :storm-sorcery {:class :sorcerer, :key :storm-sorcery, :level-modifiers [{:level 6, :type :damage-resistance, :value :thunder} {:level 6, :type :damage-resistance, :value :lightning}], :name "Storm Sorcery", :option-pack "Xanathar's Guide To Everything", :traits [{:description "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.", :name "Wind Speaker"} {:description "Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. ", :name "Tempestuous Magic"} {:description "At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.", :level 6, :name "Heart of the Storm"} {:description "At 6th level, you gain the ability to subtly control the weather around you.\nIf it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.\nIf it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.", :level 6, :name "Storm Guide"} {:description "Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. ", :level 14, :name "Storm’s Fury"} {:description "At 18th level, you gain immunity to lightning and thunder damage.\nYou also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest. ", :level 18, :name "Wind Soul"}]}, :circle-of-the-shepherd {:class :druid, :key :circle-of-the-shepherd, :level-modifiers [], :name "Circle of the Shepherd", :option-pack "Xanathar's Guide To Everything", :traits [{:description "At 2nd level, you gain the ability to converse with beasts and many fey.\nYou learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. ", :level 2, :name "Speech of the Woods"} {:description "Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.\nAs a bonus action, you can move the spirit up to 60 feet to a point you can see.\nThe spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t\nuse it again until you finish a short or long rest.\nThe effect of the spirit’s aura depends on the type of spirit you summon from the options below.\n\nBear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.\n\nHawk Spirit: The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.\n\nUnicorn Spirit: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.", :level 2, :name "Spirit Totem"} {:description "Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: \n-The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.\n-The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.", :level 6, :name "Mighty Summoner"} {:description "Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. ", :level 10, :name "Guardian Spirit"} {:description "Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).\nOnce you use this feature, you can’t use it again until you finish a long rest. ", :level 14, :name "Faithful Summons "}]}, :inquisitive {:class :rogue, :key :inquisitive, :level-modifiers [], :name "Inquisitive", :option-pack "Xanathar's Guide To Everything", :traits [{:description "When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.", :level 3, :name "Ear for Deceit"} {:description "Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. ", :level 3, :name " Eye for Detail"} {:description "At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.\nThis benefit lasts for 1 minute or until you successfully use this feature against a different target. ", :level 3, :name "Insightful Fighting"} {:description "Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.", :level 9, :name "Steady Eye"} {:description "Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.", :level 13, :name "Unerring Eye"} {:description "At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. ", :level 17, :name "Eye for Weakness"}]}, :circle-of-dreams {:class :druid, :key :circle-of-dreams, :level-modifiers [], :name "Circle of Dreams", :option-pack "Xanathar's Guide To Everything", :traits [{:description "At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.\nAs a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.\nYou regain all expended dice when you finish a long rest. ", :level 2, :name "Balm of the Summer Court"} {:description "At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.\nWhile within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.\nThe sphere vanishes at the end of the rest or when you leave the sphere.", :level 6, :name "Hearth of Moonlight and Shadow"} {:description "Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.", :level 10, :name "Hidden Paths"} {:description "At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.\nWhen you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.\nThis use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 14, :name "Walker in Dreams"}]}, :path-of-the-ancestral-guardian {:class :barbarian, :key :path-of-the-ancestral-guardian, :level-modifiers [{:level 10, :type :spell, :value {:ability :wis, :key :augury, :level 2}} {:level 10, :type :spell, :value {:ability :wis, :key :clairvoyance, :level 3}}], :name "Path of the Ancestral Guardian", :option-pack "Xanathar's Guide to Everything", :traits [{:description "Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.", :level 3, :name "Ancestral Protectors"} {:description "Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.\nWhen you reach certain levels in this class you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.", :level 6, :name "Spirit Shield"} {:description "At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one Of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.\nAfter you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.", :level 10, :name "Consult the Spirits"} {:description "At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.", :level 14, :name "Vengeful Ancestors"}]}, :college-of-swords {:class :bard, :key :college-of-swords, :level-modifiers [{:level 3, :type :weapon-prof, :value :scimitar} {:level 3, :type :armor-prof, :value :medium}], :name "College of Swords", :option-pack "Xanathar's Guide To Everything", :traits [{:description "If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus\nfor your bard spells. ", :level 3, :name "Bonus Proficiencies"} {:description "At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.\n\nDueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ", :level 3, :name "Fighting Style"} {:description "At 3rd level, you learn to perform impressive displays of martial prowess and speed.\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.\n\nDefensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.\n\nSlashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.\n\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. ", :level 3, :name "Blade Flourish"} {:description "Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it\ninstead of expending a Bardic Inspiration die. ", :level 6, :name "Extra Attack"} {:description "Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.\nMany other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. ", :level 14, :name "Master’s Flourish"}]}, :oath-of-conquest {:class :paladin, :key :oath-of-conquest, :level-modifiers [], :name "Oath of Conquest", :option-pack "Xanathar's Guide to Everything", :paladin-spells {1 {0 :armor-of-agathys, 1 :command}, 2 {0 :hold-person, 1 :spiritual-weapon}, 3 {0 :bestow-curse, 1 :fear}, 4 {0 :dominate-beast, 1 :stoneskin}, 5 {0 :cloudkill, 1 :dominate-person}}, :traits [{:description "You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.", :level 3, :name "Conquering Presence"} {:description "You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :level 3, :name "Guided Strike"} {:description "Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.\nIf a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.\nAt 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Conquest"} {:description "Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.", :level 15, :name "Scornful Rebuke"} {:description "At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:\n- You have resistance to all damage.\n- When you take the Attack action on your turn, you can make one additional attack as part of that action.\n- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 20, :name "Invincible Conqueror"}]}, :school-of-war-magic {:class :wizard, :key :school-of-war-magic, :level-modifiers [], :name "School of War Magic", :option-pack "Xanathar's Guide to Everything", :traits [{:description "At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.\nWhen you use this feature, you can’t cast spells other than cantrips until the end of your next turn", :level 2, :name "Arcane Deflection"} {:description "Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier", :level 2, :name "Tactical Wit"} {:description "Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.\nYou can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.\nOnce per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.", :level 6, :name "Power Surge"} {:description "Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.", :level 10, :name "Durable Magic"} {:description "At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level. ", :level 14, :name "Deflecting Shroud"}]}, :divine-soul {:class :sorcerer, :key :divine-soul, :level-modifiers [], :name "Divine Soul", :option-pack "Xanathar's Guide To Everything", :traits [{:description "Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. \nIn addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.", :name "Divine Magic"} {:description "Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.", :name "Favored by the Gods"} {:description "Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.", :level 6, :name "Empowered Healing"} {:description "Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.\nThe affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.", :level 14, :name "Otherworldly Wings"} {:description "At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 18, :name "Unearthly Recovery"}]}, :monster-slayer {:class :ranger, :key :monster-slayer, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :protection-from-evil-and-good, :level 1}} {:level 5, :type :spell, :value {:ability :wis, :key :zone-of-truth, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :magic-circle, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :banishment, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :hold-monster, :level 5}}], :name "Monster Slayer", :option-pack "Xanathar's Guide To Everything", :traits [{:description "At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. ", :level 3, :name " Hunter’s Sense"} {:description "Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.\nThis benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. ", :level 3, :name "Slayer’s Prey"} {:description "At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll. ", :level 7, :name "Supernatural Defense"} {:description "At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.\nOnce you use this feature, you can’t use it again until you finish a short or long rest.", :level 11, :name "Magic-User’s Nemesis"} {:description "At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects. ", :level 15, :name "Slayer’s Counter"}]}, :way-of-the-sun-soul {:class :monk, :key :way-of-the-sun-soul, :level-modifiers [{:level 6, :type :spell, :value {:ability :wis, :key :burning-hands, :level 1}}], :name "Way of the Sun Soul", :option-pack "Xanathar's Guide to Everything", :traits [{:description "Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a ranged spell attack you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals a amount of radiant damage equal to your Martial Arts die, as shown on the Monk table.\nWhen you use the attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.\nWhen you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.", :level 3, :name "Radiant Sun Bolt"} {:description "At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st level spell burning hands as a bonus action.\nYou can spend additional ki points to cast burning hands at a higher level. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).", :level 6, :name "Searing Arc Strike"} {:description "At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can create an orb of light and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20 foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.\nYou can increase the sphere's power by spending ki points. Each point of ki you spend, up to a maximum of 3, increases the damage by 2d6.", :level 11, :name "Searing Sunburst"} {:description "At 17th level, you become wreathed in a luminous aura. You shed bright light in a 30 foot radius and dim light for an additional 30 feet. You can extinguish or restore this light as a bonus action.\nIf a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage equal to 5 plus your Wisdom modifier to the creature.", :level 17, :name "Sun Shield"}]}, :oath-of-redemption {:class :paladin, :key :oath-of-redemption, :level-modifiers [], :name "Oath of Redemption", :option-pack "Xanathar's Guide to Everything", :paladin-spells {1 {0 :sanctuary, 1 :sleep}, 2 {0 :calm-emotions, 1 :hold-person}, 3 {0 :counterspell, 1 :hypnotic-pattern}, 4 {0 :otilukes-resilient-sphere, 1 :stoneskin}, 5 {0 :hold-monster, 1 :wall-of-force}}, :traits [{:description "You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.", :level 3, :name "Emissary of Peace"} {:description "You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.", :level 3, :name "Rebuke the Violent"} {:description "Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.\nAt 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of the Guardian"} {:description "Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.", :level 15, :name "Protective Spirit"} {:description "At 20th level, you become an avatar of peace, which gives you two benefits:\n-You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).\n-Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.\nIf you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. ", :level 20, :name "Emissary of Redemption"}]}, :scout {:class :rogue, :key :scout, :level-modifiers [{:level 3, :type :skill-prof, :value :nature} {:level 3, :type :skill-prof, :value :survival}], :name "Scout", :option-pack "Xanathar's Guide To Everything", :traits [{:description "Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.", :level 3, :name "Skirmisher"} {:description "When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.", :level 3, :name "Survivalist"} {:description "At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.", :level 9, :name "Superior Mobility"} {:description "Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.", :level 13, :name "Ambush Master"} {:description "Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.", :level 17, :name "Sudden Strike"}]}, :grave-domain {:class :cleric, :cleric-spells {1 {0 :bane, 1 :false-life}, 2 {0 :gentle-repose, 1 :ray-of-enfeeblement}, 3 {0 :revivify, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell, 1 :raise-dead}}, :key :grave-domain, :level-modifiers [{:type :spell, :value {:ability :wis, :key :spare-the-dying-grave-domain-}}], :name "Grave Domain", :option-pack "Xanathar's Guide to Everything", :traits [{:description "At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.\nIn addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.", :name "Circle of Mortality"} {:description "At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.", :name "Eyes of the Grave"} {:description "Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.\nAs an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends. ", :level 2, :name "Channel Divinity: Path to the Grave"} {:description "At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. ", :level 6, :name "Sentinel at Death’s Door"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. ", :level 8, :name "Potent Spellcasting"} {:description "Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. ", :level 17, :name "Keeper of Souls "} {:description "You gain domain spells at the cleric levels listed in the Grave Domain Spells table. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.\n\n1st - bane, false life\n3rd - gentle repose, ray of enfeeblement\n5th - revivify, vampiric touch\n7th - blight, death ward\n9th - antilife shell, raise dead", :name "Domain Spells"}]}, :path-of-the-zealot {:class :barbarian, :key :path-of-the-zealot, :level-modifiers [], :name "Path of the Zealot", :option-pack "Xanathar's Guide To Everything", :traits [{:description "Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.", :level 3, :name "Divine Fury"} {:description "At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.", :level 3, :name "Warrior ofthe Gods"} {:description "Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.", :level 6, :name "Fanatical Focus"} {:description "At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 10, :name "Zealous Presence"} {:description "Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.\nWhile you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don\"t die until your rage ends, and you die then only if you still have 0 hit points.", :level 14, :name "Rage beyond Death"}]}, :arcane-archer {:class :fighter, :key :arcane-archer, :level-modifiers [], :level-selections [{:level 3, :num 2, :type :arcane-shot} {:level 7, :num 3, :type :arcane-shot} {:level 10, :num 4, :type :arcane-shot} {:level 15, :num 5, :type :arcane-shot} {:level 18, :num 6, :type :arcane-shot}], :name "Arcane Archer", :option-pack "Xanathar's Guide to Everything", :traits [{:description "At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.", :level 3, :name "Arcane Archer Lore"} {:description "At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below). \nOnce per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.\nYou gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter. \n\nArcane Shot Options\nThe Arcane Shot feature lets you choose options for it at certain levels. They are all magical effects, and each one is associated with one of the schools of magic.\nIf an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.\n\n", :level 3, :name "Arcane Shot"} {:description "At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. ", :level 7, :name "Magic Arrow"} {:description "At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. ", :level 7, :name "Curving Shot "} {:description "Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.", :level 15, :name "Ever-Ready Shot "}]}, :shadow-magic {:class :sorcerer, :key :shadow-magic, :level-modifiers [], :name "Shadow Magic", :option-pack "Xanathar's Guide To Everything", :traits [{:description "Starting at 1st level, you have darkvision with a range of 120 feet.\nWhen you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.", :name "Eyes of the Dark"} {:description "Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.\nAfter the saving throw succeeds, you can’t use this feature again until you finish a long rest.", :name "Strength of the Grave"} {:description "At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:\n-The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.\n-It appears with a number of temporary hit points equal to half your sorcerer level.\n-It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.\n-At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.\nThe hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.", :level 6, :name "Hound of Ill Omen"} {:description "At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.", :level 14, :name "Shadow Walk"} {:description "Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.\nYou remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.", :level 18, :name "Umbral Form"}]}, :forge-domain {:class :cleric, :cleric-spells {1 {0 :identify, 1 :searing-smite}, 2 {0 :heat-metal, 1 :magic-weapon}, 3 {0 :elemental-weapon, 1 :protection-from-energy}, 4 {0 :fabricate, 1 :wall-of-fire}, 5 {0 :animate-objects, 1 :creation}}, :key :forge-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Forge Domain", :option-pack "Xanathar's Guide to Everything", :traits [{:description "When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools", :name "Bonus Proficiencies"} {:description "At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon\nOnce you use this feature, you can’t use it again until you finish a long rest. ", :name "Blessing of the Forge"} {:description "Starting at 2nd level, you can use your Channel Divinity to create simple items.\nYou conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.\nThe thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.\nThe ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual", :level 2, :name "Channel Divinity: Artisan’s Blessing "} {:description "Starting at 6th level, your mastery of the forge grants you special abilities:\n-You gain resistance to fire damage.\n-While wearing heavy armor, you gain a +1 bonus to AC.", :level 6, :name "Soul of the Forge"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8", :level 8, :name "Divine Strike"} {:description "At 17th level, your blessed affinity with fire and metal becomes more powerful:\n-You gain immunity to fire damage.\n-While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", :level 17, :name "Saint of Forge and Fire"}]}, :college-of-glamour {:class :bard, :key :college-of-glamour, :level-modifiers [], :name "College of Glamour", :option-pack "Xanathar's Guide To Everything", :traits [{:description "When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.\nAs a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. \nThe number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. ", :level 3, :name "Mantle of Inspiration"} {:description "Starting at 3rd level, you can charge your performance with seductive, fey magic.\nIf you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.\nIf a target succeeds on its saving throw, the target has no hint that you tried to charm it.\nOnce you use this feature, you can’t use it again until you finish a short or long rest. ", :level 3, :name "Enthralling Performance"} {:description "At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.\nAny creature charmed by you automatically fails its saving throw against the command you cast with this feature.\nOnce you use this feature, you can’t use it again until you finish a long rest. ", :level 6, :name "Mantle of Majesty"} {:description "At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.\nIn addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. \nOnce you assume this majestic presence, you can’t do so again until you finish a short or long rest.", :level 14, :name "Unbreakable Majesty"}]}, :samurai- {:class :fighter, :key :samurai-, :level-modifiers [], :name "Samurai ", :option-pack "Xanathar's Guide to Everything", :profs {:skill-options {:options {:history true, :insight true, :perception false, :performance true, :persuasion true}}}, :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.", :level 3, :name "Bonus Proficiency"} {:description "Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.\nYou can use this feature three times, and you regain all expended uses of it when you finish a long rest.", :level 3, :name "Fighting Spirit"} {:description "Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.\nYour self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).", :level 7, :name "Elegant Courtier "} {:description "Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.", :level 10, :name "Tireless Spirit "} {:description "Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.", :level 15, :name "Rapid Strike "} {:description "Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 18, :name "Strength before Death "}]}, :cavalier {:class :fighter, :key :cavalier, :level-modifiers [], :name "Cavalier", :option-pack "Xanathar's Guide To Everything", :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. ", :level 3, :name "Bonus Proficiency "} {:description "Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.\nFinally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.", :level 3, :name "Born to the Saddle "} {:description "Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.\nWhile it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.\nIn addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.\nRegardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.", :level 3, :name "Unwavering Mark"} {:description "At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.\nYou can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. ", :level 7, :name "Warding Maneuver"} {:description "At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.", :level 10, :name "Hold the Line"} {:description "Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. ", :level 15, :name "Ferocious Charger"} {:description "Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction. ", :level 18, :name "Vigilant Defender"}]}, :way-of-the-kensei {:class :monk, :key :way-of-the-kensei, :level-modifiers [], :name "Way of the Kensei", :option-pack "Xanathar's Guide To Everything", :traits [{:description "When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons.\n\nKensei Weapons: Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.", :level 3, :name "Path of the Kensei "} {:description "You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.", :level 3, :name "Kensei’s Shot"} {:description "If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.", :level 3, :name "Agile Parry"} {:description "You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies. ", :level 3, :name "Way of the Brush"} {:description "Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", :level 6, :name "Magic Kensei Weapons"} {:description "When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.", :level 6, :name "Deft Strike"} {:description "At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. ", :level 11, :name "Sharpen the Blade"} {:description "At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.", :level 17, :name "Unerring Accuracy"}]}, :college-of-whispers {:class :bard, :key :college-of-whispers, :level-modifiers [], :name "College of Whispers", :option-pack "Xanathar's Guide to Everything", :traits [{:description "When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.\nWhen you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.\nThe psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. ", :level 3, :name "Psychic Blades"} {:description "At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.\nIf you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.\nIf the target succeeds on its saving throw, the target has no hint that you tried to frighten it.\nOnce you use this feature, you can’t use it again until you finish a short or long rest.", :level 3, :name "Words of Terror"} {:description "At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.\nYou can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. \nWhile you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.\nAnother creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.\nOnce you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest", :level 6, :name "Mantle of Whispers"} {:description "At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.\nAs an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.\nOn a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.\nThe charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.\nWhen the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest.", :level 14, :name "Shadow Lore"}]}, :the-celestial {:class :warlock, :key :the-celestial, :level-modifiers [{:type :spell, :value {:ability :cha, :key :light}} {:type :spell, :value {:ability :cha, :key :sacred-flame}}], :name "The Celestial", :option-pack "Xanathar's Guide To Everything", :traits [{:description "At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.\nAs a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.\nYour pool regains all expended dice when you finish a long rest.", :name "Healing Light"} {:description "Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.", :level 6, :name "Radiant Soul"} {:description "Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. ", :level 10, :name "Celestial Resilience"} {:description "Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 14, :name "Searing Vengeance"}], :warlock-spells {1 {0 :cure-wounds, 1 :guiding-bolt}, 2 {0 :flaming-sphere, 1 :lesser-restoration}, 3 {0 :daylight, 1 :revivify}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :greater-restoration}}}}}, "UA - Sorcerer Subclasses (AkumaU1#1753)" {:orcpub.dnd.e5/subclasses {:phoenix-sorcery {:class :sorcerer, :key :phoenix-sorcery, :level-modifiers [], :name "Phoenix Sorcery", :option-pack "UA Sorcerer Subclasses", :traits [{:description "At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.", :name "Ignite"} {:description "Starting at 1st level, you can unleash the phoenix fire that blazes within you.\nAs a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:\n• You shed bright light in a 30-foot radius and dim light for an additional 30 feet.\n• Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.\n• Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :name "Mantle of Flame"} {:description "Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.\nIf you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.\nIf you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 6, :name "Phoenix Spark"} {:description "Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier", :level 14, :name "Nourishing Fire"} {:description "At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:\n• You have a flying speed of 40 feet and can hover.\n• You have resistance to all damage.\n• If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.", :level 18, :name "Form of the Phoenix"}]}, :sea-sorcery {:class :sorcerer, :key :sea-sorcery, :level-modifiers [{:level 6, :type :damage-resistance, :value :fire} {:level 18, :type :damage-resistance, :value :bludgeoning} {:level 18, :type :damage-resistance, :value :piercing} {:level 18, :type :damage-resistance, :value :slashing}], :name "Sea Sorcery", :option-pack "UA Sorcerer Subclasses", :traits [{:description "At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.", :name "Soul of the Sea"} {:description "When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.\nWhen you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.\nOnce per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):\nCold Damage: If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.\nLightning Damage: If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.\nForced Movement: If the target is moved by your spell, increase the distance it is moved by 15 feet.", :name "Curse of the Sea"} {:description "At 6th level, you gain resistance to fire damage.\nYou also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.", :level 6, :name "Watery Defense"} {:description "Starting at 14th level, you gain the ability to enter a liquid state while moving.\nWhen you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.\nOn your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.", :level 14, :name "Shifting Form"} {:description "Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:\n• You no longer need to eat, drink, or sleep.\n• A critical hit against you becomes a normal hit.\n• You have resistance to bludgeoning, piercing, and slashing damage.", :level 18, :name "Water Soul"}]}, :stone-sorcery {:class :sorcerer, :key :stone-sorcery, :level-modifiers [{:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :martial} {:type :armor-prof, :value :shields} {:type :spell, :value {:ability :cha, :key :compelled-duel, :level 1}} {:type :spell, :value {:ability :cha, :key :searing-smite, :level 1}} {:type :spell, :value {:ability :cha, :key :thunderous-smite, :level 1}} {:type :spell, :value {:ability :cha, :key :wrathful-smite, :level 1}} {:type :spell, :value {:ability :cha, :key :branding-smite, :level 2}} {:type :spell, :value {:ability :cha, :key :magic-weapon, :level 2}} {:type :spell, :value {:ability :cha, :key :blinding-smite, :level 3}} {:type :spell, :value {:ability :cha, :key :elemental-weapon, :level 3}} {:type :spell, :value {:ability :cha, :key :staggering-smite, :level 4}}], :name "Stone Sorcery", :option-pack "UA Sorcerer Subclasses", :traits [{:description "At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.\nAs an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.", :level 1, :name "Stone’s Durability"} {:description "Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection.\nAs a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.\nIn addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.", :level 6, :name "Stone Aegis"} {:description "Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.", :level 14, :name "Stone’s Edge"} {:description "Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.", :level 18, :name "Earth Master’s Aegis"}]}}}, "KP - Deep Magic 07 - Chaos Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/spells {:bad-timing-chaos- {:description "You point toward a creature that you can see and twist\nstrands of chaotic energy around its fate. If the target\nfails a Charisma saving throw, the next attack roll or\nability check the creature attempts within 10 minutes\nis made with disadvantage. ", :key :bad-timing-chaos-, :school "divination", :name "Bad Timing (Chaos)", :duration "Instantaneous", :level 2, :option-pack "KPDM 7 - Chaos Magic", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :surge-dampener-chaos- {:description "Using your strength of will, you cause one creature\nother than yourself that you touch to become so\nfirmly entrenched within reality that it is protected\nfrom the effects of chaos magic surges. The protected\ncreature gains a saving throw to negate the effect of\na chaos magic surge that does not normally allow\na saving throw, or it gets advantage on a normally\nallowed saving throw. Once the protected creature\nmakes a successful saving throw allowed by surge\ndampener, the spell’s effect ends for that creature.", :key :surge-dampener-chaos-, :school "abjuration", :name "Surge Dampener (Chaos)", :duration "1 minute, until expended", :level 3, :option-pack "KPDM 7 - Chaos Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual true, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :shifting-the-odd-chaos- {:description "By wrapping yourself in strands of chaotic energy,\nyou gain advantage on the next attack roll or ability\ncheck that you make. Fate is a cruel mistress,\nhowever, and her scales must always be balanced. The\nsecond attack roll or ability check (whichever occurs\nfirst) that you make after casting shifting the odds is\nmade with disadvantage.", :key :shifting-the-odd-chaos-, :school "divination", :name "Shifting the Odd (Chaos)", :duration "Instantaneous", :level 2, :option-pack "KPDM 7 - Chaos Magic", :components {:material false, :material-component "", :somatic false, :verbal true}, :ritual false, :attack-roll? false, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :undermine-armor-chaos- {:description "You unravel the bonds of reality that hold a suit of\narmor together. A target that’s wearing armor must\nsucceed on a Constitution saving throw or its armor\nsoftens to the consistency of candle wax, decreasing\nthe creature’s AC by 2.\nThis spell has no effect on creatures that aren’t\nwearing armor separate from their bodies.", :key :undermine-armor-chaos-, :school "transmutation", :name "Undermine Armor (Chaos)", :duration "Concentration, up to 1 minute", :level 1, :option-pack "KPDM 7 - Chaos Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual false, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :chaotic-world-chaos- {:description "You throw a handful of colored cloth into the air\nwhile screaming a litany of disjointed phrases.\nA moment later, a 30-foot cube centered on a\npoint within range fills with multicolored light,\ncacophonous sound, overpowering scents, and other\nconfusing sensory information. The effect is dizzying\nand overwhelming. All enemies within the cube\nmust make successful Intelligence saving throws or\nbe blinded, deafened, and fall prone. They cannot\nstand up or recover from this blindness or deafness\nwhile within the area of effect, but the conditions and\nthe restriction on standing end immediately for a\ncreature who leaves the spell’s area of effect.", :key :chaotic-world-chaos-, :school "illusion", :name "Chaotic World (Chaos)", :duration "Concentration, up to 1 minute", :level 6, :option-pack "KPDM 7 - Chaos Magic", :components {:material true, :material-component "seven irregular pieces of colored cloth that you throw into the air", :somatic false, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :wild-shield-chaos- {:description "You surround yourself with the forces of chaos. Wild\nlights and strange sounds surround you, making\nstealth impossible. While wild shield is active, you can\nspend a reaction to absorb a spell that targets you or\nwhose area of effect you are within. An absorbed spell\nhas no effect, but absorbing a spell causes a chaos\nmagic surge as if you had cast a spell, with you as the\ncaster for all magic surge effects.\nWild shield ends when the duration expires or when\nit absorbs 4 levels of spells. If you try to absorb a\nspell whose level exceeds the spell levels remaining,\nmake an ability check using your spellcasting ability.\nThe DC equals 10 + the spell’s level –\nthe levels wild shield can still absorb. If the check succeeds, the spell\nis absorbed; if the check fails, the spell takes its full\neffect. The chaos magic surge happens regardless of\nwhether the spell is absorbed.\n\nAt Higher Levels. When you cast this spell using\na spell slot of 5th level or higher, you can absorb 1\nadditional spell level for each slot level above 4th.", :key :wild-shield-chaos-, :school "abjuration", :name "Wild Shield (Chaos)", :duration "1 minute", :level 4, :option-pack "KPDM 7 - Chaos Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual false, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :calm-of-the-storm-chaos- {:description "While visualizing the world as you wish it was, you lay\nyour hands upon a creature other than yourself and\nundo the effect of a chaos magic surge that affected\nthe creature within the last minute. Reality reshapes\nitself as if the surge never happened, but only for that\ncreature.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 4th level or higher, the time since the wild\nsurge can be 1 minute longer for each slot level above\n3rd.", :key :calm-of-the-storm-chaos-, :school "abjuration", :name "Calm of the Storm (Chaos)", :duration "Instantaneous", :level 3, :option-pack "KPDM 7 - Chaos Magic", :components {:material true, :material-component "an amethyst worth 250 gp which the spell consumes", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :fluctuating-alignment-chaos- {:description "You channel the force of chaos to taint your target’s\nmind. A target that fails to make a successful\nWisdom saving throw must roll 1d20 and consult\nthe Alignment Fluctuation table to find its new\nalignment, and it must roll anew every minute of\nthe spell’s duration. The target’s alignment stops\nfluctuating and returns to normal when the spell\nends. These changes do not, in and of themselves,\nmake the affected creature friendly or hostile toward\nthe caster, but they can cause creatures to behave in\nunpredictable ways.\n\nAlignment Fluctuation\nd20__Alignment\n1-2__Chaotic good\n3-4__Chaotic neutral\n5-7__Chaotic evil\n8-9__Neutral evil\n10-11__Lawful evil\n12-14__Lawful good\n15-16__Lawful neutral\n17-18__Neutral good\n19-20__Neutral", :key :fluctuating-alignment-chaos-, :school "enchantment", :name "Fluctuating Alignment (Chaos)", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "KPDM 7 - Chaos Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :ill-fated-world-chaos- {:description "You call out a distracting curse to a creature, altering\nits chance to succeed at whatever it’s currently doing.\nYou roll a d4 and subtract the number rolled from\nan attack roll, ability check, or saving throw that the\ntarget creature just made; the target uses the lowered\nresult to determine the outcome of its roll.", :key :ill-fated-world-chaos-, :school "divination", :name "Ill-Fated World (Chaos)", :duration "Instantaneous", :level 1, :option-pack "KPDM 7 - Chaos Magic", :components {:material false, :material-component "", :somatic false, :verbal true}, :attack-roll? false, :casting-time "1 reaction", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :chaotic-form-chaos- {:description "You cause the form of a willing creature to become\nmalleable, dripping and flowing according to\nthe target’s will as if the creature were a vaguely\nhumanoid-shaped ooze. The creature is not affected\nby difficult terrain, it has advantage on Dexterity\n(Acrobatics) checks made to escape a grapple, and it\nsuffers no penalties when squeezing through spaces\none size category smaller than itself. The target’s\nmovement is halved while it’s affected by chaotic form.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 5th level or higher, the duration increases\nby 10 minutes for each slot level above 4th.", :key :chaotic-form-chaos-, :school "transmutation", :name "Chaotic Form (Chaos)", :duration "10 minutes", :level 4, :option-pack "KPDM 7 - Chaos Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :auspicious-warning-chaos- {:description "Just in time, you call out a fortunate warning to a\ncreature. The target rolls a d4 and adds the number\nrolled to one attack roll, ability check, or saving throw\nthat they have just made and uses the new result for\ndetermining success or failure. ", :key :auspicious-warning-chaos-, :school "divination", :name "Auspicious Warning (Chaos)", :duration "Instantaneous", :level 1, :option-pack "KPDM 7 - Chaos Magic", :components {:verbal true}, :casting-time "1 reaction", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :entropic-damage-field-chaos- {:description "By twisting a length of silver wire around your finger,\nyou tie your fate to those around you. When you take\ndamage, that damage is divided equally between you\nand all creatures in range who fail a Charisma saving\nthrow. Any leftover damage that can’t be divided\nequally is taken by you. Creatures are allowed a fresh\nsaving throw against this spell each time you take\ndamage, and a success ends the spell’s effect on that\ncreature. Creatures that approach to within 60 feet of\nyou after the spell was cast are affected.", :key :entropic-damage-field-chaos-, :school "transmutation", :name "Entropic Damage Field (Chaos)", :duration "Concentration, up to 1 minute", :level 3, :option-pack "KPDM 7 - Chaos Magic", :components {:material true, :material-component "a silver wire", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :chaotic-vitality-chaos- {:description "Make a melee spell attack against a creature with a\nnumber of hit dice no greater than your level and at\nleast 1 hp. On a hit, you conjure pulsating waves of\nchaotic energy within the creature and yourself. After\na brief moment that seems to last forever, you and the\ncreature’s current hit point totals change. Roll d100\nand increase or decrease the number rolled by any\nnumber up to your spellcasting level, then find the\nresult on the Hit Point Flux table. Apply that result to\nboth yourself and the target creature. Any hit points gained beyond a creature’s normal maximum are temporary hit points that last for 1 round/caster level.\n\nFor example, assume a 3rd-level spellcaster who\ncurrently has 17 of her maximum 30 hp casts chaotic\nvitality on a creature with 58 hp and rolls a 75 on\nthe Hit Point Flux table. The two creatures have a\ncombined total of (17 + 54 =) 71 hp. A result of 75\nindicates that both creatures get 50% of the total, so\nthe spellcaster and the target end up with 35 hp each.\nIn the spellcaster’s case, 5 of those hp are temporary\nand will last 3 rounds.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level or higher, the maximum hit dice\nof the affected creature increases by 2 for each slot\nlevel above 2nd.\n\n--Hit Point Flux--\nd% Each Creatures’ Current Hit Points =\n01-09 0\n10-39 1\n40-69 25% of combined total\n70-84 50% of combined total\n85-94 75% of combined total\n95-99 100% of combined total\n100 200% of combined total and both creatures gain the effect of a haste spell", :key :chaotic-vitality-chaos-, :school "conjuration", :name "Chaotic Vitality (Chaos)", :duration "Instantaneous", :level 2, :option-pack "KPDM 7 - Chaos Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :uncontrollable-transformation-chaos- {:description "You infuse your body with raw chaos and will it to\nadopt a helpful mutation. Roll 1d10 and consult\nthe Uncontrollable Transformation table (pg.10 of KPDM Chaos Magic) below to\ndetermine what mutation occurs. You can try to\ncontrol the shifting of your body to gain a mutation\nyou prefer, but doing so is taxing; roll 1d10 twice and\nchoose the result you prefer, but gain one level of\nexhaustion. At the end of the spell, your body returns\nto its normal form.\n\nAt Higher Levels. When you cast this spell using\na spell slot of 8th level or higher, you gain an\nadditional mutation for each slot level above 7th.\nYou gain one level of exhaustion for each mutation\nyou try to control.", :key :uncontrollable-transformation-chaos-, :school "transmutation", :name "Uncontrollable Transformation (Chaos)", :duration "1 hour", :level 7, :option-pack "KPDM 7 - Chaos Magic", :components {:material true, :material-component "the bill of a platypus", :somatic true, :verbal true}, :ritual true, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :paragon-of-chaos-chaos- {:description "You become a humanoid-shaped swirling mass of\ncolor and sound. You gain resistance to bludgeoning,\npiercing, and slashing damage, and immunity to\npoison and psychic damage. You are also immune\nto the following conditions: exhaustion, paralyzed,\npetrified, poisoned, and unconscious. Finally, you gain\ntruesight to 30 feet and can teleport 30 feet as a move.\nEach round as a bonus action, you can invoke a\nchaos magic surge, choosing yourself or another\ncreature as the caster for resolving the effect. You\nmust choose the target before rolling for the chaos\nmagic surge. The DC of any required saving throw is\ndetermined as if you were the caster.", :key :paragon-of-chaos-chaos-, :school "transmutation", :name "Paragon of Chaos (Chaos)", :duration "Concentration, up to 1 minute", :level 8, :option-pack "KPDM 7 - Chaos Magic", :components {:material false, :material-component "", :somatic false, :verbal true}, :ritual false, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :frenzied-bolt-chaos- {:description "You direct a bolt of rainbow colors toward a creature\nof your choice within range. If it hits, the target takes\n3d8 damage of a random type (determined by rolling\non the Damage Type table; see pg.4). If\nyour attack roll was odd (the roll itself, not the adjusted\nresult), the bolt leaps to a new target of your choice\nwithin range that has not already been targeted by\nfrenzied bolt, requiring a new spell attack roll to hit.\nThe bolt continues leaping to new targets until you roll\nan even number on your spell attack, miss a target, or\nrun out of potential targets. All targets must be within\nrange from you. You and your allies are legal targets for\nthis spell, if you are particularly lucky—or unlucky.\n\nAt Higher Levels. When you cast this spell using\na spell slot of 3rd level or higher, you create an\nadditional bolt for each slot level above 2nd. Each\npotential target can be hit only once by the spell, not\nonce per bolt.", :key :frenzied-bolt-chaos-, :school "evocation", :name "Frenzied Bolt (Chaos)", :duration "Instantaneous", :level 2, :option-pack "KPDM 7 - Chaos Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :mass-surge-dampener-chaos- {:description "Using your strength of will, you protect up to three\ncreatures other than yourself from the effect of a\nchaos magic surge. The protected creatures gain a\nsaving throw to negate the effect of a chaos magic\nsurge that does not normally allow a saving throw,\nor they get advantage on a normally allowed saving\nthrow. Once a protected creature makes a successful\nsaving throw allowed by mass surge dampener, the\nspell’s effect ends for that creature.", :key :mass-surge-dampener-chaos-, :school "abjuration", :name "Mass Surge Dampener (Chaos)", :duration "1 minute, until expended", :level 5, :option-pack "KPDM 7 - Chaos Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual true, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}}, :orcpub.dnd.e5/subclasses {:college-of-entropy {:class :bard, :key :college-of-entropy, :level-modifiers [{:level 3, :type :skill-prof, :value :acrobatics} {:level 3, :type :skill-prof, :value :athletics} {:level 3, :type :tool-prof, :value :dice-set}], :name "College of Entropy", :option-pack "KPDM 7 - Chaos Magic", :traits [{:description "As a reaction, you can use Bardic Inspiration to give one creature you see within 60 ft a penalty on the triggering attack roll, ability check, or saving throw = to the number rolled with your BI die. You gain Inspiration that only you can use for a number of rounds = the number rolled. If you don't use it during this time it is lost. Using Luck Stealer causes a Chaos Magic Surge (see pg.5-6 of the source document).", :level 3, :name "Luck Stealer"} {:description "https://rpg.rem.uz/Dungeons%20%26%20Dragons/3rd%20Party/5th%20Edition/Kobold%20Press/Deep%20Magic%207%20Chaos%20Magic.pdf", :level 3, :name "Souce Document"} {:description "When you cast a Chaos spell, you can cause a Chao Magic Surge and regain one use of your Bardic Inspiration. (Once per rest)", :level 6, :name "Infusion of Fortune"} {:description "As an action, change one known spell to another spell of the same or lower level on the Bard spell list until the end of your next turn. This causes a Chaos Magic Surge.", :level 14, :name "Belief is a Tool"}]}, :school-of-chaos {:class :wizard, :key :school-of-chaos, :level-modifiers [], :name "School of Chaos", :option-pack "KPDM 7 - Chaos Magic", :traits [{:description "The gold and time you must spend to copy a Chaos spell into your spellbook is halved", :level 2, :name "Chaos Savant"} {:description "As a bonus action (for yourself) or a reaction (for one creature you see) gain advantage on one attack roll, saving throw, or ability check that is made this turn. This causes a Chaos Magic Surge (roll on the table on pg.5-6 of source document).", :level 2, :name "Long Odds"} {:description "https://rpg.rem.uz/Dungeons%20%26%20Dragons/3rd%20Party/5th%20Edition/Kobold%20Press/Deep%20Magic%207%20Chaos%20Magic.pdf", :level 2, :name "Source Document"} {:description "After determining a spell has been successful, but before rolling damage you can invoke Twisted Arcana. Roll 1d6 + 1; this is the maximum number of damage die you can reroll. You must use the rerolled result.\n\nThe type of damage your spell causes is replaced randomly. Roll 1d10 and see the Damage Type table on pg. 4 of source document. Using this ability causes a chaos magic surge. (Once per long rest)", :level 6, :name "Twisted Arcana"} {:description "When you cast a Chaos magic spell, you gain resistance to a random damage type (use the damage type table) for a number of rounds = 1 + your Int modifier (minimum 1). You can choose to cause a chaos magic surge as part of the casting; if you do, you can roll twice on the table and choose the resistance you prefer, then determine the result of the surge. (Once per long rest)", :level 10, :name "Shifting Resistance"} {:description "Whenever you cause a Chaos Magic Surge, you regain one use of Long Odds, Twisted Arcana, or Shifting Resistance. Whenever you cast a Chaos spell, you gain temporary HP = your Int modifier + the spell level.", :level 14, :name "Master of Chaos"}]}}}, "PHB - Eldritch Invocations - (zoniryan#2471)" {:orcpub.dnd.e5/invocations {:bewitching-whispers {:description "Prerequisite: 7th level\n\nYou can cast Compulsion once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :bewitching-whispers, :name "Bewitching Whispers", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :eldritch-sight {:description "You can cast Detect Magic at will, without expending a spell slot.\n", :key :eldritch-sight, :name "Eldritch Sight", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :ascendent-step {:description "Prerequisite: 9th level\n\nYou can cast levitate on yourself at will, without expending a spell slot or material components.", :key :ascendent-step, :name "Ascendent Step", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :lifedrinker {:description "\nPrerequisite: 12th level, Pact of the Blade feature\n\nWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).", :key :lifedrinker, :name "Lifedrinker", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :mire-the-mind {:description "Prerequisite: 5th level\n\nYou can cast slow once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :mire-the-mind, :name "Mire the Mind", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :visions-of-distant-realms {:description "Prerequisite: 15th level\n\nYou can cast Arcane Eye at will, without expending a spell slot.\n", :key :visions-of-distant-realms, :name "Visions of Distant Realms", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :devils-sight {:description "You can see normally in Darkness, both magical and nonmagical, to a distance of 120 feet.", :key :devils-sight, :name "Devil's Sight", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :minions-of-chaos {:description "Prerequisite: 9th level\n\nYou can cast Conjure Elemental once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :minions-of-chaos, :name "Minions of Chaos", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :thirsting-blade {:description "Prerequisite: 5th level, Pact of the Blade feature\n\nYou can Attack with your pact weapon twice, instead of once, whenever you take the Attack action on Your Turn.\n", :key :thirsting-blade, :name "Thirsting Blade", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :gaze-of-two-minds {:description "You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the Duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any Special senses possessed by that creature, and you are Blinded and Deafened to your own surroundings.\n", :key :gaze-of-two-minds, :name "Gaze of Two Minds", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :eldritch-spear {:description "Prerequisite: Eldritch Blast cantrip\n\nWhen you cast Eldritch Blast, its range is 300 feet.\n\n", :key :eldritch-spear, :name "Eldritch Spear", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :fiendish-vigor {:description "You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material Components.", :key :fiendish-vigor, :name "Fiendish Vigor", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :misty-visions {:description "You can cast Silent Image at will, without expending a spell slot or material Components.", :key :misty-visions, :name "Misty Visions", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :beast-speak {:description "You can cast speak with animals at will, without expending a spell slot.", :key :beast-speak, :name "Beast speak", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :sign-of-ill-omen {:description "Prerequisite: 5th level\n\nYou can cast Bestow Curse once using a warlock spell slot. You can’t do so again until you finish a Long Rest.\n", :key :sign-of-ill-omen, :name "Sign of Ill Omen", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :voice-of-the-chain-master {:description "Prerequisite: Pact of the Chain feature\n\nYou can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence.\n\nAdditionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of Speech.", :key :voice-of-the-chain-master, :name "Voice of the Chain Master", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :whispers-of-the-grave {:description "Prerequisite: 9th level\n\nYou can cast Speak with Dead at will, without expending a spell slot.", :key :whispers-of-the-grave, :name "Whispers of the Grave", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :mask-of-many-faces {:description "You can cast Disguise Self at will, without expending a spell slot.", :key :mask-of-many-faces, :name "Mask of Many Faces", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :agonizing-blast {:description "Prerequisite:eldritch blast cantrip\n\nWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.", :key :agonizing-blast, :name "Agonizing Blast", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :chains-of-carceri {:description "Prerequisite: 15th level, Pact of the Chain feature\n\nYou can cast Hold Monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material Components. You must finish a Long Rest before you can use this invocation on the same creature again.", :key :chains-of-carceri, :name "Chains of Carceri", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :repelling-blast {:description "Prerequisite: Eldritch Blast cantrip\n\nWhen you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.", :key :repelling-blast, :name "Repelling Blast", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :armor-of-shadows {:description "You can cast mage armor on yourself at will, without expending a spell slot or material components.", :key :armor-of-shadows, :name "Armor Of Shadows", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :eyes-of-the-rune-keeper {:description "You can read all writing.\n\n\n", :key :eyes-of-the-rune-keeper, :name "Eyes of the Rune Keeper", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :book-of-ancient-secrets {:description "Prerequisite: Pact of the Tome feature\n\nYou can now inscribe magical Rituals in your Book of Shadows. Choose two 1st-level Spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The Spells appear in the book and don’t count against the number of Spells you know. With your Book of Shadows in hand, you can cast the chosen Spells as Rituals. You can’t cast the Spells except as Rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual Spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.", :key :book-of-ancient-secrets, :name "Book of Ancient Secrets", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :master-of-myriad-forms {:description "Prerequisite: 15th level\n\nYou can cast Alter Self at will, without expending a spell slot.", :key :master-of-myriad-forms, :name "Master of Myriad Forms", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :otherworldly-leap {:description "Prerequisite: 9th level\n\nYou can cast jump on yourself at will, without expending a spell slot or material Components.", :key :otherworldly-leap, :name "Otherworldly Leap", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :thief-of-five-fates {:description "You can cast bane once using a warlock spell slot. You can’t do so again until you finish a Long Rest.\n\n", :key :thief-of-five-fates, :name "Thief of Five Fates", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :witch-sight {:description "Prerequisite: 15th level\n\nYou can see the true form of any shapechanger or creature concealed by Illusion or Transmutation magic while the creature is within 30 feet of you and within line of sight.\n", :key :witch-sight, :name "Witch Sight", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :sculptor-of-flesh {:description "Prerequisite: 7th level\n\nYou can cast Polymorph once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :sculptor-of-flesh, :name "Sculptor of Flesh", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :beguiling-influence {:description "You gain proficiency in the Deception and Persuasion skills.", :key :beguiling-influence, :name "Beguiling Influence", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :one-with-shadows {:description "Prerequisite: 5th level\n\nWhen you are in an area of dim light or Darkness, you can use your action to become Invisible until you move or take an action or a reaction.", :key :one-with-shadows, :name "One with Shadows", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}, :dreadful-word {:description "Prerequisite: 7th level\n\nYou can cast Confusion once using a warlock spell slot. You can’t do so again until you finish a Long Rest.\n", :key :dreadful-word, :name "Dreadful Word", :option-pack "Player Hand Book - Eldritch Invocations - (Zoniryan)"}}}, "KP - Deep Magic 04 - Illumination Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/feats {:star-and-shadow-reader {:ability-increases #{}, :description "By tracking the movements of the heavens, you gain the following benefits.\n• When you gain this feat, choose either radiant or necrotic damage. Spells you cast ignore resistance (but not vulnerability) to the type of damage you chose.\n• You can cast augury once between each of your long rests without expending a spell slot. \n• You gain darkvision to a distance of 15 feet. If you already have darkvision, increase its range by 15 feet.", :key :star-and-shadow-reader, :name "Star and Shadow Reader", :option-pack "Illumination Magic", :prereqs #{:spellcasting}}}, :orcpub.dnd.e5/spells {:shadow-hands-illumination- {:description "A freezing blast of shadow explodes out from you in a 15-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened; a successful Wisdom saving throw halves the damage and negates the fright. \nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st.", :key :shadow-hands-illumination-, :school "evocation", :name "Shadow Hands (Illumination)", :duration "Instantaneous", :level 1, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (15-foot cone)"}, :silhouette-illumination- {:description "You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic types—a rabbit, a dwarf—but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.", :key :silhouette-illumination-, :school "illusion", :name "Silhouette (Illumination)", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :shield-of-star-and-shadow-illumination- {:description "You wrap yourself in a protective shroud of the night sky made from swirling shadows punctuated with twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (choose when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.", :key :shield-of-star-and-shadow-illumination-, :school "abjuration", :name "Shield of Star and Shadow (Illumination)", :duration "10 minutes", :level 3, :option-pack "Illumination Magic", :components {:material true, :material-component "a star chart", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :starfall-illumination- {:description "You cause bolts of shimmering starlight to fall from the heavens, striking five targets within 60 feet of you and in your sight. Each bolt strikes one creature, doing 8d6 radiant damage, knocking the target prone, and blinding it. A successful Dexterity saving reduces damage to half and prevents blindness and being knocked prone. If there are fewer than five targets, excess bolts strike the ground harmlessly.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional bolt for each slot level above 5th.", :key :starfall-illumination-, :school "evocation", :name "Starfall (Illumination)", :duration "Instantaneous", :level 5, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :orb-of-light-illumination- {:description "An orb of pure light the size of your hand shoots from your fingertips toward the target, which takes 3d8 radiant damage and is blinded for 1 round. A successful Dexterity saving throw halves the damage and prevents the blindness. \nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the attack increases by 1d8 for each slot level above 2nd.", :key :orb-of-light-illumination-, :school "evocation", :name "Orb of Light (Illumination)", :duration "1 round", :level 2, :option-pack "Illumination Magic", :components {:material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :compelling-fate-illumination- {:description "You view the actions of a single creature you can see through the influences of the stars, and you read what is written there. If the target creature fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects:\n• You have advantage on attack rolls against the creature.\n• For every 5 feet the creature moves, you can move 5 feet (up to your normal movement) on the creature’s turn when it has completed its movement. This is deducted from your next turn’s movement.\n• As a reaction, you can warn yourself and allies that can hear you of the target’s offensive intentions; any creature targeted by the target’s next attack gains a +2 bonus to AC or on its saving throw against that attack.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.", :key :compelling-fate-illumination-, :school "divination", :name "Compelling Fate (Illumination)", :duration "1 round", :level 3, :option-pack "Illumination Magic", :components {:material true, :material-component "a sprinkling of silver dust worth 200 gp", :somatic false, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :guiding-star-illumination- {:description "By observing the stars or the position of the sun, you are able to determine the cardinal directions, and the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain ahead.", :key :guiding-star-illumination-, :school "divination", :name "Guiding Star (Illumination)", :duration "8 hours", :level 1, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :ritual true, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :shadow-trove-illumination- {:description "You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal “peels off ” the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter through the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends are lost forever. You can designate a number of creatures up to your Intelligence modifier who have access to the shadow trove; only you and those creatures can move objects through the portal.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.", :key :shadow-trove-illumination-, :school "transmutation", :name "Shadow Trove (Illumination)", :duration "1 hour", :level 3, :option-pack "Illumination Magic", :components {:material true, :material-component "ink made from the blood of a raven", :somatic true, :verbal true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "5 feet"}, :flickering-fate-illumination- {:description "You or a target that you touch can see the flickering shadows of fate a few seconds into the future. When the spell is cast, all other creatures within range make Wisdom saving throws. Those that fail must declare, in initiative order, what their next action will be. The subject of the spell declares his or her action last, after hearing what all other creatures will do. Creatures that declared an action must follow their declarations as closely as possible when their turn comes. For the duration of the spell, its recipient has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their action have disadvantage on attacks against the target.", :key :flickering-fate-illumination-, :school "divination", :name "Flickering Fate (Illumination)", :duration "1 round", :level 4, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :stars-heart-illumination- {:description "This spell increases gravity tenfold within a 50-foot radius of you. All creatures in the area other than you drop whatever they’re holding in their hands, fall prone, become incapacitated, and can’t move. If some solid object (such as the ground) is encountered when flying or levitating creatures fall, they take triple the normal falling damage. Any creature besides you that enters or starts its turn in the area must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. Failure means the creature takes 8d6 bludgeoning damage; success means the creature takes 4d6 bludgeoning damage but it’s no longer incapacitated and it can move at half-speed. All ranged weapon attacks inside the area of effect have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles with mass, such as a flaming sphere. Creatures under the influence of a freedom of movement spell or comparable magic have advantage on the Strength saving throws required by this spell, and their speed isn’t reduced once they recover from incapacitation.", :key :stars-heart-illumination-, :school "transmutation", :name "Star's Heart (Illumination)", :duration "1 minute", :level 9, :option-pack "Illumination Magic", :components {:material true, :material-component "an ioun stone", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "50 feet"}, :black-hand-illumination- {:description "You gather the powers of darkness into your fist and fling paralyzing, dark flame at a target within 30 feet. With a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage and you have advantage on attacks, ability checks, and saving throws made with Strength, Dexterity, and Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect with a success.", :key :black-hand-illumination-, :school "necromancy", :name "Black Hand (Illumination)", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :last-rays-of-the-dying-suns-illumination- {:description "A burst of searing heat explodes from you, doing 6d6 fire damage to all enemies within 40 feet of you. Immediately afterward, a wave of frigid cold rolls across the same area, doing 6d6 cold damage to enemies. A successful Dexterity saving throw halves all the damage.\nAt Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increase by 1d6 for each slot level above 7th.", :key :last-rays-of-the-dying-suns-illumination-, :school "evocation", :name "Last Rays of the Dying Suns (Illumination)", :duration "Instantaneous", :level 7, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "40 feet"}, :shadow-blindness-illumination- {:description "You make a melee spell attack; if it hits, the target’s innate darkvision is negated for 1 round. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses. When this spell ends, the creature’s natural darkvision returns.", :key :shadow-blindness-illumination-, :school "illusion", :name "Shadow Blindness (Illumination)", :duration "1 round", :level 0, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :cloak-of-shadow-illumination- {:description "You draw upon the endless night to cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.", :key :cloak-of-shadow-illumination-, :school "illusion", :name "Cloak of Shadow (Illumination)", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Illumination Magic", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :icy-grasp-of-the-ether-illumination- {:description "You summon the cold, inky darkness of Stygian space into being around a creature that you can see. The target takes 10d10 cold damage and is restrained; a successful Constitution saving throw halves the damage and prevents restraint. A restrained creature gains one level of exhaustion at the start of its turn from frigid cold and lack of air. Creatures immune to cold and that do not breathe gain no exhaustion. A restrained creature repeats the saving throw at the end of its turn, breaking free from the darkness and ending the spell with a success.", :key :icy-grasp-of-the-ether-illumination-, :school "evocation", :name "Icy Grasp of the Ether (Illumination)", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "120 feet"}, :shadow-bite-illumination- {:description "You create a momentary needle of cold, sharp pain in a target creature. The target must make a successful Constitution saving throw or take 1d6 necrotic damage and have its speed halved until the start of your next turn.\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :shadow-bite-illumination-, :school "illusion", :name "Shadow Bite (Illumination)", :duration "Instantaneous", :level 0, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :starry-vision-illumination- {:description "As compelling fate except as noted above (starry vision can be cast as a reaction, has twice the range of compelling fate, and lasts up to a minute). At the end of each of its turns, the target repeats the Charisma saving throw. On a success, the spell ends. \nAt Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the bonus to AC increases by 1 for each slot level above 7th.", :key :starry-vision-illumination-, :school "divination", :name "Starry Vision (Illumination)", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Illumination Magic", :components {:material true, :material-component "a sprinkling of gold dust worth 400 gp", :verbal true}, :casting-time "1 reaction", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "100 feet"}, :summon-star-illumination- {:description "You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within 90 feet and takes the form of a glowing humanoid with long, white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed by the star repeats the Wisdom saving throw at the end of its turn. If successful, that creature is no longer charmed and is immune to the effect from this star. In all other ways, the star is equivalent to a deva. It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.", :key :summon-star-illumination-, :school "conjuration", :name "Summon Star (Illumination)", :duration "Concentration. up to 1 minute", :level 8, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "90 feet"}, :slither-illumination- {:description "You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell’s duration. While in this form you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to all damage except force, psychic, or radiant. You can dismiss this spell early by using an action to do so. If you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space big enough to hold you within 50 feet. If the distance is greater than 50 feet, you take 1d6 extra force damage for every additional 10 feet traveled.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional willing creature that you can touch for each slot level above 2nd.", :key :slither-illumination-, :school "transmutation", :name "Slither (Illumination)", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Illumination Magic", :components {:material true, :material-component "ashes from a wooden statue of you, made into ink and used to draw your portrait, worth 50 gp", :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :starburst-illumination- {:description "You cause a mote of starlight to appear at a point you can see within 60 feet. The mote explodes a moment later, doing 1d8 radiant damage to any creature in the mote’s 5-foot space. A successful Charisma saving throw negates the damage.\nThis spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :starburst-illumination-, :school "evocation", :name "Starburst (Illumination)", :duration "Instantaneous", :level 0, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :black-well-illumination- {:description "You summon a seething sphere of dark energy 5 feet\nin diameter. The sphere pulls creatures toward it\nand devours the life force of those it envelops. Every\ncreature other than you that starts its turn within 90\nfeet of the black well must make a successful Strength\nsaving throw or be pulled 50 feet toward the well.\nA creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful Constitution saving throw halves the damage and reduces the stun to incapacitation. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is stunned on a failure or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions that turn. Creatures take damage only upon entering the well—they take no additional damage for remaining in it—but if they leave the well and are pulled back in again, they take damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well’s upper‑dimensional space at one time. When the well’s duration ends, all creatures inside it tumble out in a heap, landing prone.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage done by the well increases by 1d8 and the well pulls creatures an additional 5 feet for each slot level above 6th.", :key :black-well-illumination-, :school "necromancy", :name "Black Well (Illumination)", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}}, :orcpub.dnd.e5/subclasses {:school-of-illumination {:class :wizard, :key :school-of-illumination, :level-modifiers [], :name "School of Illumination", :option-pack "Illumination Magic", :traits [{:description "The gold and time needed to copy Illumination spells into your spellbook is halved.", :level 2, :name "Illumination Savant"} {:description "When they're visible, you can spend 1 hour studying the stars. For 24 hours or until your next long rest, you gain advantage on two initiative checks of your choice. Instead of using this benefit yourself, you can give one creature you can see advantage on their initiative check. You must use this feature before you roll the die for initiative.", :level 2, :name "Omen of Warning"} {:description "The spell attack modifier and spell save DC for cantrips increases by 1 in dim light and darkness.", :level 6, :name "Master of the Endless Night"} {:description "Illusion spells you cast that require concentration last for 1 round after you lose/drop concentration, unless the spell has reached its maximum duration.", :level 10, :name "Illusions of Permanence"} {:description "During a long rest, you can consult the stars and receive some magical insight, which you store in an item. As a bonus action when the item is in your hand, you can invoke one of the following effects: • Comet: Comets are the harbingers of change and\ninstability. You can change your appearance as if\nyou’d cast an alter self spell, but the efect doesn’t\nrequire concentration and lasts until you take a\nlong rest.\n\n• Conjunction: You can give one creature you can see disadvantage on a saving throw against one enchantment or illusion spell cast by you.\n\n• Eclipse: When you cast a spell of 5th level or lower that causes necrotic damage, you can reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.\n\n• Nova: You can treat one divination spell you cast as though you had used a spell slot one level higher than the slot actually used.\n\n(Once/day)\n\n", :level 14, :name "Comprehension of the Starry Sky"}]}}}, "5eHB - Argile Race - (clepirelli#9510)" {:orcpub.dnd.e5/races {:argile {:key :argile, :speed 25, :name "Argile", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Argile Race", :languages #{"Common"}, :props {:weapon-prof {:simple true}}, :traits [{:description "Even though you were constructed, you are a living creature. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.", :name "Living Construct."} {:description "You have advantage on all Strength, Constitution, and Wisdom saving throws against magic.", :name "Partial Magic Resistance"} {:description "You can speak, read and write the languages of your creator.", :name "Created"}]}}}, "KP - Midgard Heroes - Races Subs Bkgds - (NineArtsDragon#3773)" {:orcpub.dnd.e5/races {:gearforged {:key :gearforged, :speed 30, :name "Gearforged", :darkvision 0, :abilities {:orcpub.dnd.e5.character/cha 0}, :size :medium, :option-pack "Midgard Heroes", :languages #{"Machine Speech" "Common"}, :props {:skill-prof {:persuasion false}, :damage-resistance {:poison false}, :damage-immunity {:poison true}}, :traits [{:name "Ability Score Increase", :description "Two different ability scores of your choice increase by 1"} {:name "Constructed Body", :description "•You cannot eat, drink, or breathe. You can't drink potions or gain benefits that come from drinking, eating, or inhaling vapors.\n•You do not require sleep. During a rest, you perform maintenance following the normal rules for rest and activity. You are aware of your surroundings but you have disadvantage on Wisdom (Perception) checks.\n•You can't be stabilized when dying with a Wisdom (Medicine) check or Spare the Dying. Instead, a successful DC 10 Intelligence check or Mending cantrip is needed.\n•You only regain half the hit points from spells and magical effects with the words cure, heal, or healing in their titles."} {:name "Flesh of Steel", :description "You are immune to disease, poison damage, and the poisoned condition."}]}, :kobold-midgard- {:key :kobold-midgard-, :speed 30, :name "Kobold (Midgard)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :size :small, :option-pack "Midgard Heroes", :languages #{"Common" "Draconic"}, :traits [{:name "Blindsider", :description "You have advantage on your attack roll against an enemy within 5 feet of you if you have an ally that’s not incapacitated also within 5 feet of the target. You can apply this bonus to one attack per round."} {:name "Sunlight Sensitivity", :description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight."} {:description "You have proficiency with artisan’s tools of your choice: alchemist’s supplies, mason’s tools, smith’s tools, or tinker’s tools.", :name "Tinkerer"}]}, :dragonkin {:key :dragonkin, :speed 25, :name "Dragonkin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Midgard Heroes", :languages #{"Common" "Draconic"}, :props {:skill-prof {:persuasion true}}, :traits []}, :centaur {:key :centaur, :speed 40, :name "Centaur", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :large, :option-pack "Midgard Heroes", :languages #{"Common" "Centaur"}, :props {:weapon-prof {:pike true, :longbow true}, :skill-prof {:medicine true}}, :traits [{:name "You are of the monstrosity type."} {:name "Natural Attacks", :description "You have proficiency with your hooves. You make one attack with your hooves, which deal 2d6 bludgeoning damage."} {:description "Although you are Large, you wield weapons and wear armor sized for a Medium creature, thanks to the proportions of your humanoid torso. ", :name "Humanoid Torso"} {:description "You have disadvantage on Stealth checks because of your size and indelicate hooves. The mundane details of the structures of humanoids can present considerable obstacles for you, such as ladders and manholes. ", :name "Quadruped"} {:name "Pike Charge", :description "If you move at least 30 feet straight toward a target and then hit it with a pike attack on the same turn, the target takes an extra 3 (1d6) piercing damage. The number of extra damage dice you gain increases by one at 6th level (2d6) and again at 11th level (3d6). You can apply this extra damage only once per turn. You can use this ability a number of times per day equal to your Constitution modifier (minimum 1), and you regain all expended uses when you finish a long rest. "}]}, :ravenfolk {:key :ravenfolk, :speed 30, :name "Ravenfolk", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Midgard Heroes", :languages #{"Common" "Mimicry"}, :props {:skill-prof {:deception true, :stealth true}}, :traits [{:name "Mimicry", :description "Ravenfolk can mimic any sound they’ve heard. Make a Charisma (Deception) check against the passive Wisdom (Insight) of any listeners. Success indicates\nthey believe the sound you created was real."}]}, :minotaur-midgard- {:key :minotaur-midgard-, :speed 30, :name "Minotaur (Midgard)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Midgard Heroes", :languages #{"Common" "Minotaur"}, :traits [{:name "Natural Attacks", :description "You have proficiency with your horns, which deals 1d6 piercing damage when you make a horn attack."} {:name "Charge", :description "If you move at least 10 feet towards a target and hit it with a horn attack in the same turn, you deal an extra 1d6 piercing damage and you can shove the target 5 feet as a bonus action. You can apply this extra damage once per turn. At 11th level, when you shove a creature with Charge, you can push it 10 feet instead of 5. You can use this ability a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest."} {:name "Labyrinth Sense", :description "You can retrace without error any path you have previously taken, with no ability checks."}]}, :alseid {:key :alseid, :speed 40, :name "Alseid", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/wis 1, :orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack "Midgard Heroes", :languages #{"Common" "Elvish"}, :props {:weapon-prof {:pike false, :longbow false, :shortbow true, :spear true}, :skill-prof {:medicine false, :stealth true}}, :traits [{:name "You are of the monstrosity type."} {:name "Natural Attacks", :description "You have proficiency with your hooves. You make one attack with your hooves, which deal 2d6 bludgeoning damage."} {:description "You have disadvantage on Stealth checks because of your size and indelicate hooves. The mundane details of the structures of humanoids can present considerable obstacles for you, such as ladders and manholes. ", :name "Quadruped"} {:name "Woodfriend", :description "When in a forest, you leave no tracks and can automatically discern true north. "}]}, :darakhul {:key :darakhul, :speed 30, :name "Darakhul", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2}, :size :medium, :option-pack "Midgard Heroes", :languages #{"Common" "Darakhul"}, :props {:damage-resistance {:necrotic true}, :damage-immunity {:poison true}}, :traits [{:name "Natural Weapons", :description "Your heavy jaw is powerful enough to crush bones to powder. You gain a bite attack that deals 1d6 piercing damage."} {:name "Hunger for Flesh", :description "You must consume a meal of raw meat each day or suffer the effects of starvation. If you go 24 hours without such a meal, you gain one level of exhaustion (this is an exception to the darakhul’s immunity). You cannot stave this off with half rations. While you have any levels of exhaustion, you cannot regain hit points or remove levels of exhaustion until you spend 1 hour consuming an amount of raw meat equal to a Small creature (about 30 pounds). "} {:name "Sunlight Sensitivity", :description "When you, the target of your attack, or anything you try to perceive is in direct sunlight, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight."} {:name "Undead Vitality", :description "You are immune to exhaustion and to the charmed and poisoned conditions. If you die, you cannot be returned to life by Revivify, Raise Dead or Reincarnate. Resurrection, and True Resurrection return you to life as your original race. A Create Undead spell cast on only your corpse affects you as a Raise Dead spell affects the corpse of a once-living creature. You don't need to eat or drink. You don't sleep, but you enter a dormant state during which you have disadvantage on Wisdom (Perception) checks."}]}, :trollkin {:key :trollkin, :speed 30, :name "Trollkin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/con 2}, :size :medium, :option-pack "Midgard Heroes", :languages #{"Common"}, :props {:skill-prof {:deception false, :stealth false, :intimidation true}}, :traits [{:description "Trollkin grow large fangs, and have sharp claws instead of finger- and toenails. You are proficient with your claws and fangs and can use them to make unarmed melee attacks. Claws deal 1d4 slashing damage, and bites deal 1d4 piercing damage.", :name "Natural Weapons"} {:description "Once per day as a bonus action, you can expend one hit die to regain hit points as if you finished a short rest. The number of hit dice you can expend increases by one when you reach 6th level (2 hit dice), 12th level (3 hit dice), and 18th level (4 hit dice). If you suffer acid or fire damage, you lose access to this ability until you finish a short or long rest.", :name "Inhuman Vigor"}]}}, :orcpub.dnd.e5/subraces {:fire {:race :dragonkin, :traits [], :name "Fire", :option-pack "Midgard Heroes", :abilities {:orcpub.dnd.e5.character/str 1}, :spells [{:value {:ability :cha, :key :produce-flame}}], :props {:damage-resistance {:fire true}}, :key :fire}, :elven-heritage {:race :darakhul, :traits [], :name "Elven Heritage", :option-pack "Midgard Heroes", :abilities {:orcpub.dnd.e5.character/dex 1}, :props {:language {:elvish true}}, :key :elven-heritage}, :tiefling-heritage {:race :darakhul, :traits [], :name "Tiefling Heritage", :option-pack "Midgard Heroes", :abilities {:orcpub.dnd.e5.character/cha 1}, :props {:language {:infernal true}}, :key :tiefling-heritage}, :dwarvish-heritage {:race :darakhul, :traits [], :name "Dwarvish Heritage", :option-pack "Midgard Heroes", :abilities {:orcpub.dnd.e5.character/wis 1}, :speed 25, :props {:language {:dwarvish true}}, :key :dwarvish-heritage}, :human-half-elf-heritage {:race :darakhul, :traits [{:name "Ability Score Increase", :description "Increase any ability score (excluding Constitution) by 1."} {:name "Language", :description "Choose 1 language."}], :name "Human/Half-Elf Heritage", :option-pack "Midgard Heroes", :key :human-half-elf-heritage}, :ravenfolk-heritage {:race :darakhul, :traits [], :name "Ravenfolk Heritage", :option-pack "Midgard Heroes", :abilities {:orcpub.dnd.e5.character/dex 1}, :props {:language {:mimicry true}}, :key :ravenfolk-heritage}, :cave {:race :dragonkin, :traits [], :name "Cave", :option-pack "Midgard Heroes", :abilities {:orcpub.dnd.e5.character/con 1}, :props {:damage-resistance {:acid true}}, :spells [{:value {:ability :cha, :key :blade-ward}}], :key :cave}, :dragonkin-heritage {:key :dragonkin-heritage, :speed 25, :race :darakhul, :name "Dragonkin Heritage", :spells [{:value {:ability :cha, :key :shillelagh}}], :abilities {:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/str 1}, :option-pack "Midgard Heroes", :props {:damage-resistance {:poison true}, :language {:draconic true}}, :traits []}, :night-whisper {:race :trollkin, :traits [{:description "Before making an ability check or saving throw, you can heed the wisdom of your ancestors to gain advantage on the roll. You cannot use this feature again until you finish a long rest. ", :name "Spirit Whispers"}], :name "Night Whisper", :option-pack "Midgard Heroes", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :night-whisper}, :trollkin-heritage {:race :darakhul, :traits [], :name "Trollkin Heritage", :option-pack "Midgard Heroes", :abilities {:orcpub.dnd.e5.character/str 1}, :props {:language {:giant true}}, :key :trollkin-heritage}, :storm {:race :dragonkin, :traits [], :name "Storm", :option-pack "Midgard Heroes", :abilities {:orcpub.dnd.e5.character/int 1}, :spells [{:value {:ability :cha, :key :shocking-grasp}}], :props {:damage-resistance {:lightning true}}, :key :storm}, :tide {:race :dragonkin, :traits [], :name "Tide", :option-pack "Midgard Heroes", :abilities {:orcpub.dnd.e5.character/wis 1}, :spells [{:value {:ability :cha, :key :poison-spray}}], :props {:damage-resistance {:cold true}}, :key :tide}, :shadow-fey {:race :elf, :traits [{:name "Path of Shadows", :description "When in darkness, dim light, or a shadow large enough to cover your body, you can cast misty step. You can use this ability a number of times = your Charisma modifier per long rest."} {:name "Sunlight Sensitivity", :description "You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight."} {:name "Traveler in Darkness", :description "You have advantage on any Intelligence (Arcana) check to learn about a particular fey road or shadow road and how it functions."}], :option-pack "Midgard Heroes", :name "Shadow Fey", :abilities {:orcpub.dnd.e5.character/cha 1}, :props {:weapon-prof {:rapier true, :shortsword true, :longbow true, :shortbow true}, :language {:umbral true, :elvish false}}, :spells [{:value {:level 2, :ability :cha, :key :misty-step}}], :key :shadow-fey}, :soldier {:race :dragonkin, :traits [], :name "Soldier", :option-pack "Midgard Heroes", :abilities {:orcpub.dnd.e5.character/dex 1}, :props {:damage-resistance {:poison true}}, :spells [{:value {:ability :cha, :key :shillelagh}}], :key :soldier}, :gnomish-heritage {:key :gnomish-heritage, :speed 25, :race :darakhul, :name "Gnomish Heritage", :abilities {:orcpub.dnd.e5.character/int 1}, :size :small, :option-pack "Midgard Heroes", :props {:language {:gnomish true}}, :traits []}, :stonehide {:race :trollkin, :traits [{:description "+1 AC", :name "Thick Hide"}], :name "Stonehide", :option-pack "Midgard Heroes", :abilities {:orcpub.dnd.e5.character/wis 0, :orcpub.dnd.e5.character/str 1}, :key :stonehide}, :kobold-heritage {:race :darakhul, :traits [], :name "Kobold Heritage", :option-pack "Midgard Heroes", :size :small, :abilities {:orcpub.dnd.e5.character/int 1}, :props {:language {:draconic true}}, :key :kobold-heritage}, :halfling-heritage {:race :darakhul, :traits [], :name "Halfling Heritage", :option-pack "Midgard Heroes", :speed 25, :abilities {:orcpub.dnd.e5.character/cha 1}, :props {:language {:halfling true}}, :key :halfling-heritage}}, :orcpub.dnd.e5/languages {:machine-speech {:name "Machine Speech", :option-pack "Midgard Heroes", :description "Machine Speech is a whistling, clicking language that’s incomprehensible to non-gearforged ears. Speakers of Machine Speech claim that the Clockwork Oracle of the Free City of Zobeck speaks in this form, and that their speech is faster and purer than any language of flesh-and-blood races.", :key :machine-speech}, :mimicry {:name "Mimicry", :option-pack "Midgard Heroes", :description "You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.", :key :mimicry}, :darakhul {:option-pack "Midgard Heroes", :name "Darakhul", :key :darakhul}, :minotaur {:option-pack "Midgard Heroes", :name "Minotaur", :key :minotaur}, :umbral {:option-pack "Midgard Heroes", :name "Umbral", :key :umbral, :description "The language of the Shadow Elves, a corrupted dialect of Elvish, and spoken by most creatures of shadow."}, :centaur {:option-pack "Midgard Heroes", :name "Centaur", :key :centaur, :description ""}}, :orcpub.dnd.e5/backgrounds {:corsair {:traits [{:name "High Sea Scourge", :description "You suffer no reduction in speed when climbing. You can expect your former comrades to offer you passage aboard ship, reasonable aid, or shelter when you are in need. Keep in mind that this bond goes both ways, and they may come to you expecting the same."}], :option-pack "Midgard Heroes", :name "Corsair", :profs {:skill {:acrobatics true, :perception true}, :tool {:water-vehicles true, :navigators-tools true}, :tool-options {}}, :treasure {:gp 5}, :equipment {:clothes-common 1, :navigators-tools 1, :rope-silk 1}, :key :corsair}, :darkling {:traits [{:name "Touch of Darkness", :description "Creatures of darkness know their own, and they can sense the touch upon you. While this recognition is not enough to save you from the foul creatures that move through the world’s shadows, it can buy you time. Fiends, dark fey, and undead might be willing to talk to you instead of attacking, at least briefly. In some cases you may be able to negotiate or bribe your way out of a fight against a creature of darkness, provided it wasn’t murderously hostile toward you initially. This recognition cuts both ways; sometimes creatures of darkness may seek you out, sensing a kindred spirit even if you want nothing to do with them, and the servants of goodness and light may find you unsettling. It may be difficult to secure the trust of good creatures that sense the taint upon you. "}], :name "Darkling", :option-pack "Midgard Heroes", :profs {:skill {:arcana true, :religion true}, :language-options {:choose 2, :options {:any true}}}, :equipment {:clothes-common 1, :emblem 1}, :treasure {:gp 15}, :key :darkling}, :fey-touched {:traits [{:name "Gleam of Glamour", :description "The mark of the fey upon you has opened your eyes to the world that lurks beneath what most people see and hear. When you are near a ley line, a shadow or fey road, or an active portal, you feel its presence: your hair stands on end, ethereal music plays for you alone, odors waft on an unfelt breeze, or some other vague sensation alerts you that you’re in the vicinity of such a phenomenon. The pulse of fey magic within you can sometimes reach out, usually when your emotions are strongest. If you revel and enjoy yourself, others are likely to want to join in and have their spirits lifted. When you are angry, those around you feel it like a wave of heat pricking their skin."}], :name "Fey-Touched", :option-pack "Midgard Heroes", :profs {:skill {:persuasion true, :deception true}, :language-options {:choose 1, :options {:any true}}, :tool-options {:musical-instrument 1}}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :equipment {:clothes-traveler-s 1}, :treasure {:gp 10}, :key :fey-touched}, :master-craftsmen {:traits [{:name "Masterwork", :description "Whether from natural aptitude, divine inspiration, or a lifetime spent honing your skill, your devotion to your chosen craft approaches the stuff of legend. When using the crafting downtime activity rules with your chosen craft, you generate double the normal progress toward the item’s completion (anyone assisting you provides the normal bonus). You must create at least one item at the normal rate before this feature can be used to create\nanother item at the accelerated rate."}], :name "Master Craftsmen", :option-pack "Midgard Heroes", :profs {:skill {:investigation true, :perception true}, :tool-options {:artisans-tool 1}}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :equipment {:clothes-costume 1}, :treasure {:gp 10}, :key :master-craftsmen}, :nomad {:traits [{:name "", :description "You get a mule and a cart as part of your starting equipment."} {:name "Thundering Hooves", :description "Travel is in your blood, and you are adept at ensuring the health and quality of your mounts. You have contacts with herders who can provide fine quality steeds or beasts of burden, and you are welcome to join the herders as they move across the land. You understand your limits and those of your mount, and you are able to safely push those limits a little harder than others can; you can travel for 9 hours in a day before you and any mount you ride risk exhaustion from force marching."}], :name "Nomad", :option-pack "Midgard Heroes", :profs {:skill {:medicine true, :survival true}, :tool {:herbalism-kit true, :land-vehicles true}}, :treasure {:gp 5}, :equipment {:clothes-traveler-s 1, :herbalism-kit 1}, :key :nomad}, :raider {:traits [{:description "In your time scouring trade routes and settlements, you have learned the secret of finding quick, unobtrusive ways in and out. When determining your overland travel speed, you ignore difficult terrain if you are within 2 miles of a road or settlement. You have a knack for following hidden paths and covering your approach or retreat. When making use of this feature, you and up to five companions can utilize Stealth while traveling at a normal pace.", :name "Backways"}], :name "Raider", :option-pack "Midgard Heroes", :profs {:tool {:land-vehicles true}, :skill {:intimidation true, :stealth true}}, :equipment {:rope-silk 1, :clothes-traveler-s 1, :tent-two-person 1}, :treasure {:gp 5}, :key :raider}, :guild-merchant {:traits [{:name "Savvy Trader", :description "You have spent your life on the roads, carrying the things people want through war zones, storms, and raider attacks. Empty wagons earn no profit, so you are adept at finding buyers for whatever goods you carry and securing new cargo for the return trip. You start with a wagon and mule. You can always find a buyer for any sort of item, even contraband, as long as you are in a settlement. Likewise, you have a network of contacts who can locate fantastic treasures for the right price. Magical items, maps to lost ruins, or rare special materials are all available to you given enough time. Speak with the DM to determine how long it takes to work your contacts and what they require in return for their information and help. "}], :name "Guild Merchant", :option-pack "Midgard Heroes", :profs {:skill {:insight true, :persuasion true}, :language-options {:choose 1, :options {:any true}}}, :treasure {:gp 15}, :equipment {:clothes-traveler-s 1}, :key :guild-merchant}}, :orcpub.dnd.e5/spells {:soulforging {:description "You and a willing humanoid subject must chant an incantation in unison during the entire casting time. At the end of this period the subject’s soul and consciousness leave its body. The subject must make a DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, allowing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the subject’s soul is traumatically drawn back to its body; the subject immediately drops to 0 hit points and is dying. If the save succeeds, the subject’s soul is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a gearforged. It loses all of its previous racial traits and gains gearfoged traits. The subject’s original body dies and cannot be returned to life by any means unless its soul is freed from the soul gem. If the spellcaster dies during a soulforging, the subject also dies and its soul becomes a wraith. Up to four other spellcasters of at least 5th level can assist you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.", :key :soulforging, :school "necromancy", :name "Soulforging", :duration "Instantaneous", :level 5, :option-pack "Midgard Heroes", :components {:verbal true, :somatic true, :material true, :material-component "a complete mechanical body worth 10,000 gp"}, :casting-time "1 hour (see below)", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}}}, "Sword Coast Adventurers Guide (arandomstringofnum#2919)" {:orcpub.dnd.e5/backgrounds {:far-traveller {:equipment {:clothes-traveler-s 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :key :far-traveller, :name "Far Traveller", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:insight true, :perception true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "All Eyes on You", :summary "Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. "}], :treasure {:gp 15}}, :waterdhavian-noble {:equipment {:clothes-fine 1, :signet-ring 1}, :key :waterdhavian-noble, :name "Waterdhavian Noble", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :persuasion true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "Kept in Style", :summary "While you are in Waterdeep or elsewhere in the North your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. \n\nChoose a Musical Instrument OR a Gaming Set proficiency."}], :treasure {:gp 20}}, :investigator {:equipment {:manacles 1}, :key :investigator, :name "Investigator", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:insight true, :investigation true}}, :traits [{:name "Watcher's Eye", :summary "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. "}], :treasure {:gp 10}}, :mercenary-veteran {:key :mercenary-veteran, :name "Mercenary Veteran", :option-pack "Sword Coast Adventurer's Guide", :profs {:skill {:athletics true, :persuasion true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :traits [{:name "Mercenary Life", :summary "You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook). "}], :treasure {:gp 10}}, :clan-crafter {:equipment {:clothes-traveler-s 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :clan-crafter, :name "Clan Crafter", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :insight true}, :tool-options {:artisans-tool 1}}, :traits [{:name "Respect of the Stout Folk", :summary "As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance. "}], :treasure {:gp 15}}, :knight-of-the-order {:equipment {:clothes-traveler-s 1}, :key :knight-of-the-order, :name "Knight of the Order", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "Knightly Regard", :summary "You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community- whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.\n\nAlso, pick one proficiency from Arcana, History, Nature, and Religion, as appropriate for your order."}], :treasure {:gp 10}}, :urban-bounty-hunter {:key :urban-bounty-hunter, :name "Urban Bounty Hunter", :option-pack "Sword Coast Adventurer's Guide", :profs {:tool {:thieves-tools true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "Ear to the Ground", :summary "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. \n\nAlso, pick any two proficiencies from Deception, Insight, Persuasion, and Stealth"}], :treasure {:gp 20}}, :cloistered-scholar {:equipment {:ink 1, :ink-pen 1, :knife-small 1, :parchment 1}, :key :cloistered-scholar, :name "Cloistered Scholar", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:history true}}, :traits [{:name "Library Access", :summary "Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar."}], :treasure {:gp 10}}, :city-watch {:equipment {:manacles 1}, :key :city-watch, :name "City Watch", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:athletics true, :insight true}}, :traits [{:name "Watcher's Eye", :summary "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. "}], :treasure {:gp 10}}, :courtier {:equipment {:clothes-fine 1}, :key :courtier, :name "Courtier", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:insight true, :persuasion true}}, :traits [{:name "Court Functionary", :summary "Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. "}], :treasure {:gp 5}}, :uthgardt-tribe-member {:equipment {:clothes-traveler-s 1, :hunting-trap 1}, :key :uthgardt-tribe-member, :name "Uthgardt Tribe Member", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:athletics true, :survival true}, :tool-options {:artisans-tool 1, :musical-instrument 1}}, :traits [{:name "Uthgardt Heritage", :summary "You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.\n\nChoose a Musical Instrument OR Artisans Tools."}], :treasure {:gp 10}}, :faction-agent {:equipment {:clothes-common 1}, :key :faction-agent, :name "Faction Agent", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:insight true}}, :traits [{:name "Safe Haven", :summary "As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. \n\nAlso, Choose 1 proficiency in an Intelligence, Wisdom, or Charisma skill, as appropriate to your faction."}], :treasure {:gp 15}}, :inheritor {:equipment {:clothes-traveler-s 1}, :key :inheritor, :name "Inheritor", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:survival true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "Inheritance", :summary "Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you."}], :treasure {:gp 15}}}, :orcpub.dnd.e5/spells {:booming-blade {:description "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.", :key :booming-blade, :school "evocation", :name "Booming Blade", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:material true, :material-component "a weapon", :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :green-flame-blade {:description "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.", :key :green-flame-blade, :school "evocation", :name "Green-Flame Blade", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:material true, :material-component "a weapon", :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :lightning-lure {:description "You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :lightning-lure, :school "evocation", :name "Lightning Lure", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "15 feet"}, :sword-burst {:description "You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :sword-burst, :school "conjuration", :name "Sword Burst", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}}, :orcpub.dnd.e5/subclasses {:storm-magic {:class :sorcerer, :key :storm-magic, :level-modifiers [{:type :spell, :value {:ability :cha, :key :fog-cloud, :level 1}} {:type :spell, :value {:ability :cha, :key :thunderwave, :level 1}} {:level 3, :type :spell, :value {:ability :cha, :key :gust-of-wind, :level 2}} {:level 3, :type :spell, :value {:ability :cha, :key :levitate, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :call-lightning, :level 3}} {:level 5, :type :spell, :value {:ability :cha, :key :sleet-storm, :level 3}} {:level 7, :type :spell, :value {:ability :cha, :key :conjure-minor-elementals, :level 4}} {:level 7, :type :spell, :value {:ability :cha, :key :ice-storm, :level 4}} {:level 9, :type :spell, :value {:ability :cha, :key :conjure-elemental, :level 5}} {:level 6, :type :damage-resistance, :value :lightning} {:level 6, :type :damage-resistance, :value :thunder} {:level 18, :type :flying-speed, :value 60} {:level 18, :type :damage-immunity, :value :lightning} {:level 18, :type :damage-immunity, :value :thunder}], :name "Storm Magic", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial.", :name "Stormborn"} {:description "At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks.", :name "Tempestuous Magic"} {:description "At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spell’s effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.", :level 6, :name "Heart of the Storm"} {:description "At 6th level, you gain the ability to subtly control the weather around you.\nIf it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action.\nIf it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.", :level 6, :name "Storm Guide"} {:description "At 14th level, the storm energy you channel through your magic seethes within your soul. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you.", :level 14, :name "Storm’s Fury"} {:description "At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.", :level 18, :name "Wind Soul"}]}, :arcana-domain {:class :cleric, :cleric-spells {1 {0 :detect-magic, 1 :magic-missile}, 2 {0 :magic-weapon, 1 :nystuls-magic-aura}, 3 {0 :aura-of-vitality, 1 :magic-circle}, 4 {0 :arcane-eye, 1 :leomunds-secret-chest}, 5 {0 :planar-binding, 1 :teleportation-circle}}, :key :arcana-domain, :level-modifiers [], :name "Arcana Domain", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.", :name "Arcane Initiate"} {:description "Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use use the Dash action or try to escape from an effect that prevents it form moving. If there's nowhere to move, then the creature can use the Dodge action.\nAfter you reach 5th level, when a creature fails its saving throw against you Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.\n\nCleric level - Banishes Creatures of CR\n5th - 1/2 or lower\n8th - 1 or lower\n11th - 2 or lower\n14th - 3 or lower\n17th - 4 or lower", :level 2, :name "Channel Divinity: Arcane Abjuration"} {:description "Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.", :level 6, :name "Spell Breaker"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.", :level 17, :name "Arcane Mastery"}]}, :way-of-the-sun-soul {:class :monk, :key :way-of-the-sun-soul, :level-modifiers [{:level 6, :type :spell, :value {:ability :wis, :key :burning-hands, :level 1}}], :name "Way of the Sun Soul", :option-pack "Sword Coast Adventurers Guide (arandomstringofnum#2919)", :traits [{:description "Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a ranged spell attack you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals a amount of radiant damage equal to your Martial Arts die, as shown on the Monk table.\nWhen you use the attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.", :level 3, :name "Radiant Sun Bolt"} {:description "At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st level spell burning hands as a bonus action.\nYou can spend additional ki points to cast burning hands at a higher level. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).", :level 6, :name "Searing Arc Strike"} {:description "At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can create an orb of light and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20 foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.\nYou can increase the sphere's power by spending ki points. Each point of ki you spend, up to a maximum of 3, increases the damage by 2d6.", :level 11, :name "Searing Sunburst"} {:description "At 17th level, you become wreathed in a luminous aura. You shed bright light in a 30 foot radius and dim light for an additional 30 feet. You can extinguish or restore this light as a bonus action.\nIf a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage equal to 5 plus your Wisdom modifier to the creature.", :level 17, :name "Sun Shield"}]}, :mastermind {:class :rogue, :key :mastermind, :level-modifiers [], :name "Mastermind", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.", :level 3, :name "Master of Intrigue"} {:description "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.", :level 3, :name "Master of Tactics"} {:description "Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\n-Intelligence score\n-Wisdom score\n-Charisma score\n-Class levels (if any)\nAt the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.", :level 9, :name "Insightful Manipulator "} {:description "Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.", :level 13, :name "Misdirection"} {:description "Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic.", :level 17, :name "Soul of Deceit"}]}, :way-of-the-long-death {:class :monk, :key :way-of-the-long-death, :level-modifiers [], :name "Way of the Long Death", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + you monk level (minimum 1).", :level 3, :name "Touch of Death"} {:description "At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. As an action, each creature within 30 feet of you that can see you must make a Wisdom saving throw or be frightened of you until the end of your next turn.", :level 6, :name "Hour of Reaping"} {:description "Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.", :level 11, :name "Mastery of Death"} {:description "Starting at 17th level, your touch can channel the touch of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend up to 10 ki points. The target must make a Constitution saving throw or take 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.", :level 17, :name "Touch of the Long Death"}]}, :the-undying {:class :warlock, :key :the-undying, :level-modifiers [], :name "The Undying", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.\nAdditionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.", :name "Among the Dead"} {:description "Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can ragain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 6, :name "Defy Death"} {:description "Beginning at 10 level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.\nIn addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.", :level 10, :name "Undying Nature"} {:description "When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.\nOnce you use this feature, you can’t use it again until you finish a short or long rest.", :level 14, :name "Indestructible Life"}], :warlock-spells {1 {0 :false-life, 1 :ray-of-sickness}, 2 {0 :blindness-deafness, 1 :silence}, 3 {0 :feign-death, 1 :speak-with-dead}, 4 {0 :aura-of-life, 1 :death-ward}, 5 {0 :contagion, 1 :legend-lore}}}, :path-of-the-battlerager {:class :barbarian, :key :path-of-the-battlerager, :level-modifiers [], :name "Path Of The Battlerager", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon (see below).\nWhile wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage, plus your Strength modifier.\nAdditionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.\n\nSpiked armor is a rare variety of medium armor, created only by battleragers. It consists of a leather coat and leggings covered in metal spikes.\nAC: 14 + Dexterity modifier (Max 2)\nStealth: Disadvantage\nWeight: 45 lbs\nCost: 75 GP", :level 3, :name "Battlerager Armor"} {:description "Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (min. 1). They vanish when your rage ends.", :level 6, :name "Reckless Abandon"} {:description "Beginning at 10th level, you can take the Dash action as a bonus action while raging.", :level 10, :name "Battlerager Charge"} {:description "Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.", :level 14, :name "Spiked Retribution"}]}, :swashbuckler {:class :rogue, :key :swashbuckler, :level-modifiers [], :name "Swashbuckler", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.\n\nTwo‐Weapon Fighting Note: Other rogue characters must use a bonus action to Disengage if they want to escape a melee, but you can use your bonus action to fight with two weapons, and then safely evade each foe you attacked.", :level 3, :name "Fancy Footwork"} {:description "Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you and you don't have disadvantage. All the other rules for the Sneak Attack class feature still apply to you.", :level 3, :name "Rakish Audacity"} {:description "At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.\n-If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.\n-If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.", :level 9, :name "Panache"} {:description "Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.", :level 13, :name "Elegant Maneuver"} {:description "Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.", :level 17, :name "Master Duelist"}]}, :banneret {:class :fighter, :key :banneret, :level-modifiers [], :name "Banneret", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hits points equal to your fighter level, provided they can see or hear you.", :level 3, :name "Rallying Cry"} {:description "At 7th level, you gain proficiency in the Persuasion skill, and can add double your proficiency bonus to any ability check that uses Persuasion. If you already are proficient in Persuasion, you may instead become proficient in any of the following skills: Animal Handling, Insight, Intimidation, or Performance.", :level 7, :name "Royal Envoy"} {:description "Starting at 10th level, whenever you use your Action Surge feature, you can choose one creature within 60 feet that is allied to you. That creature can use its reaction to make one melee or ranged weapon attack, provided it can see or hear you.\nAt 17th level, you can choose two allies within 60 feet, instead of one.", :level 10, :name "Inspiring Surge"} {:description "Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, Wisdom, or Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll it saving throw and must use the new roll.", :level 15, :name "Bulwark"}]}, :school-of-bladesinging {:class :wizard, :key :school-of-bladesinging, :level-modifiers [{:level 2, :type :armor-prof, :value :light} {:level 2, :type :skill-prof, :value :performance}], :name "School of Bladesinging", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.", :level 2, :name "Training in War and Song"} {:description "Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose (no action required).\nWhile your Bladesong is active, you gain the following benefits:\n-You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).\n-Your walking speed increases by 10 feet.\n-You have advantage on Dexterity (Acrobatics) checks.\n-You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).\n-You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.", :level 2, :name "Bladesong"} {:description "Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", :level 6, :name "Extra Attack"} {:description "Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level", :level 10, :name "Song of Defense"} {:description "Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.", :level 14, :name "Song of Victory"}]}, :oath-of-the-crown {:class :paladin, :key :oath-of-the-crown, :level-modifiers [{:type :spell, :value {:ability :cha, :key :command, :level 1}} {:type :spell, :value {:ability :cha, :key :compelled-duel, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :warding-bond, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :zone-of-truth, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :aura-of-vitality, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :spirit-guardians, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :banishment, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :guardian-of-faith, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :circle-of-power, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :geas, :level 5}} {:level 15, :type :saving-throw-advantage, :value :paralyzed} {:level 15, :type :saving-throw-advantage, :value :stunned}], :name "Oath of the Crown", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.", :name "Channel Divinity: Champion Challenge"} {:description "As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.", :name "Channel Divinity: Turn the Tide"} {:description "Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.", :level 7, :name "Divine Allegiance"} {:description "Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.", :level 15, :name "Unyielding Spirit"} {:description "At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:\n-You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n-Your allies have advantage on death saving throws while within 30 feet of you.\n-You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.\nThis effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.", :level 20, :name "Exalted Champion"}]}}, :orcpub.dnd.e5/subraces {:duergar-dwarves {:abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 120, :key :duergar-dwarves, :name "Duergar Dwarves", :option-pack "Volo's Guide to Monsters", :props {:saving-throw-advantage {:charmed true, :paralyzed true}}, :race :dwarf, :traits [{:description "Advantage on saves vs illusion", :name "Duergar Resilience"} {:description "Common, Dwarvish, and Undercommon.", :name "Languages"} {:description "At 3rd level, you can cast the Enlarge on yourself once per long rest. At 5th level, you can cast Invisibility once per long rest. You need no material components and you can't cast either of them in direct sunlight, though sunlight has no effect once they're cast.", :name "Duergar Magic"} {:description "Disadvantage on attack rolls and Perception (sight) checks when you or your target is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :ghostwise {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :ghostwise, :name "Ghostwise", :option-pack "Sword Coast Adventurer's Guide", :race :halfling, :traits [{:description "You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.", :name "Silent Speech"}]}, :half-aquatic-elf {:key :half-aquatic-elf, :name "Half-Aquatic Elf", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :traits [{:description "Swim Speed of 30 feet.", :name "Swim Speed"}]}, :half-drow {:key :half-drow, :name "Half-Drow", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :spells [{:value {:ability :cha, :key :dancing-lights}} {:level 3, :value {:ability :cha, :key :faerie-fire, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits []}, :half-high-elf {:key :half-high-elf, :name "Half-High Elf", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :traits [{:description "Choice of either:\n-proficiency with Shortsword, Longsword, Shortbow, and Longbow\n-You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.", :name "Choose one"}]}, :half-wood-elf {:key :half-wood-elf, :name "Half-Wood Elf", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :traits [{:description "Choose either on of the following:\n-35 speed\n-proficiency with Shotbow, Longbow, and Longsword\n-You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena", :name "Choose one"}]}}}, "DMSG - Totem of the Duck - (NineArtsDragon#3773)" {:orcpub.dnd.e5/subclasses {:totem-of-the-duck {:class :barbarian, :key :totem-of-the-duck, :level-modifiers [{:level 3, :type :spell, :value {:ability :con, :key :beast-sense, :level 2}} {:level 3, :type :spell, :value {:ability :con, :key :speak-with-animals, :level 1}} {:level 6, :type :damage-resistance, :value :acid} {:level 10, :type :spell, :value {:ability :con, :key :commune-with-nature, :level 5}}], :name "Totem of the Duck", :option-pack "Totem of the Duck", :traits [{:description "While raging, when you are targeted with an attack that you can see, you can use your reaction to impose disadvantage on the attack roll.", :level 3, :name "Feathered Spirit"} {:description "You can cast Beast Sense and Speak with Animals, but only as rituals.", :level 3, :name "Spirit Seeker"} {:description "You gain resistance to Acid damage and a swimming speed = your walking speed.", :level 6, :name "Aspect of the Mallard"} {:description "You can cast Commune with Nature, but only as a ritual. When you do so, a duck appears to you to convey the information you seek.", :level 10, :name "Spirit Walker"} {:description "While raging, if you hit a creature with a melee attack on your turn, you can forgo one of your attacks to flap your arms while honking and flailing at that same target. The creature must succeed a WIS saving throw (DC = 8 + your proficiency modifier + your CHA modifier) or be frightened of you until the end of your next turn.", :level 14, :name "Ducktemic Attunement"}]}}}, "KP - Heroes Series- (NineArtsDragon#3773)" {:orcpub.dnd.e5/backgrounds {:guild-artisan-tinker {:equipment {:clothes-traveler-s 1, :pouch 1}, :key :guild-artisan-tinker, :name "Guild Artisan: Tinker", :option-pack "Kobold Press", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:insight true, :persuasion true}, :tool-options {:artisans-tool 1}}, :traits [{:description "Your experience fixing odds and ends as well as your familiarity with a wide variety of tools grants you the ability to make quick repairs on damaged equipment. You can spend two hours during a long rest or downtime working on a damaged object using tinker’s tools. Once you’ve finished, anyone using the object for its intended purpose can ignore any penalties that arise from damage to the object. These repairs are temporary and last a number of days equal to your Intelligence modifier (minimum of 1). You can repair the item again after the first repairs wear off, but each additional time you jury rig the object reduces the number of days the repairs last by 1. Eventually the object must be replaced or professionally repaired by a skilled craftsman with the appropriate tools. Additionally, you can jury rig minor mechanical objects such as locks or simple traps. It takes two hours of work with tinker’s tools, and you need access to a supply of materials. Any such object you create is of fair quality at best and doesn’t last forever. A jury rigged object functions for a number of days equal to your Intelligence modifier (minimum of 1) before it jams, falls apart, or otherwise ceases to function. \nTinkers are welcomed in rustic communities. You can trade work for food and lodging by doing odd jobs and minor repairs for people.", :name "Jury Rig"}], :treasure {:gp 15}}, :child-of-the-divine {:equipment {:clothes-fine 1, :holy-symbol 1, :incense 1, :prayer-book 1, :vestements 1}, :key :child-of-the-divine, :name "Child of the Divine", :option-pack "Kobold Press", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion true, :religion true}, :tool-options {:musical-instrument 1}}, :traits [{:description "In addition to the ability to perform the ceremonies of your\ndeity, your words are taken as divine truth by the followers\nof your religion. You and your adventuring party can expect\nto receive free healing and care at a temple, shrine, or\nother established presence of your faith, though you must\nprovide any material components needed for spells. Other\nfollowers of your religion will provide shelter and food for\nyou and your companions at your request.\nWhen in a social interaction with a follower of your\nbelieved parent, your words are taken as truth unless\ndirectly opposed to the accepted edicts of the\nchurch or organization. While within a city\nor region that worships your parent, it is\nassumed that wherever you are, you are meant to be\nthere. While within a city or region that worships a god or\npantheon other than your parent, your presence will often\nbe questioned even if you have permission to be there.", :name "Word of God"}], :treasure {:gp 5}}, :temple-slave {:equipment {:clothes-common 1, :holy-symbol 1, :knife-small 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}} {:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :temple-slave, :name "Temple Slave", :option-pack "Kobold Press", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:insight true, :religion true}, :tool-options {:artisans-tool 1, :musical-instrument 1}}, :traits [{:description "You are skilled in being unseen in a crowded room. Your\nmannerisms and skills allow you to enter areas typically\nlimited to servants, craftsmen, and those of lower societal\nstanding. Servants and paid help see you as one of them\nand will be more likely to gossip with you than other\nmembers of your party.", :name "Servant's Grace"}], :treasure {:gp 10}}, :scavenger {:equipment {:clothes-common 1}, :key :scavenger, :name "Scavenger", :option-pack "Kobold Press", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:investigation true, :perception true}, :tool {:thieves-tools true}}, :traits [{:description "You have an extraordinary knack for locating castoff but still useful material. When in a settlement, you can spend 1d3 hours searching junk piles, dumps, alleys, and abandoned buildings. After this time you discover some piece of useful equipment (generally nothing more valuable than 2 gp), enough food to feed yourself for a day, or a small quantity of raw materials. These materials are obviously used, old, or flawed in some way, but they are sturdy enough for use in crafting or building. Depending on the complexity or size of your project, you might have to spend multiple attempts to gather enough material. The resulting product using these materials always shows some sign of the material’s secondhand origin, even though it may be fully functional. You can use the items located with this feature, you can’t sell them due to their heavily worn nature.\nYou also know who to ask to locate rare or exotic items. Given enough time, you can locate a place to purchase or sell strange objects or materials.", :name "Finders Keepers"}], :treasure {:gp 10}}, :nomad {:equipment {:clothes-traveler-s 1, :herbalism-kit 1}, :key :nomad, :name "Nomad", :option-pack "Kobold Press", :profs {:skill {:medicine true, :survival true}, :tool {:herbalism-kit true, :land-vehicles true}}, :traits [{:description "You get a mule and a cart as part of your starting equipment.", :name ""} {:description "Travel is in your blood, and you are adept at ensuring the health and quality of your mounts. You have contacts with herders who can provide fine quality steeds or beasts of burden, and you are welcome to join the herders as they move across the land. You understand your limits and those of your mount, and you are able to safely push those limits a little harder than others can; you can travel for 9 hours in a day before you and any mount you ride risk exhaustion from force marching.", :name "Thundering Hooves"}], :treasure {:gp 5}}, :soldier-quartermaster {:equipment {:clothes-common 1, :signet-ring 1}, :key :soldier-quartermaster, :name "Soldier: Quartermaster", :option-pack "Kobold Press", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:investigation true, :persuasion true}, :tool {:forgery-kit true}}, :traits [{:description "The military can’t expect the best supplies to arrive in\ntime, it must often make do with what’s available. Luckily\nthey had you on their side. You make it a habit of being\nprepared for as many situations as possible.\nOnce per day, you may search your gear for any piece of\nadventuring gear, any weapon, or any tool worth 2 gp or\nless. When you are in a settlement, or when dealing with\na caravan, tribe, or other group willing to trade, sell, or\nbarter, the value of the item increases to 5 gp. You do not\nneed to pay the gold piece value of the item; it is assumed\nyou can barter or trade for it from other minor items in\nyour inventory.\nYour DM may allow you to use this ability to make\neither a Persuasion check or Investigation check to barter\nfor gear or tools worth up to 50 gp, though you must\npay at least half the value of the item, and possibly much\nmore depending on the rarity of the item and who owns\nit. The recommended DC for these checks is 10 for cities,\n15 for large settlements or trade caravans, 20 for small\nsettlements or small groups of travelers, and 25 or higher\nfor isolated nomadic groups or communities.", :name "Beg, Barter, or Trade"}], :treasure {:gp 10}}, :siwali-traveler {:equipment {:clothes-traveler-s 1, :pouch 1, :waterskin 1}, :key :siwali-traveler, :name "Siwali Traveler", :option-pack "Kobold Press", :profs {:skill {:animal-handling true, :survival true}, :tool {:land-vehicles true, :navigators-tools true}}, :traits [{:description "You know the local deserts, their cultures, and\nthe customs of those people. You know where\nand when nomadic tribes typically pass through\ncertain areas, which tribes claim which oasis at what\ntime of year, and where food and water can likely be\nfound (though no guarantee).\nYou also have one trade contact with a group or\nindividual outside of your tribe. This contact may\nbe friendly, or barely tolerated, but trade between\nrival camps is a necessity for survival in the harsh. ", :name "Worldly"}], :treasure {:gp 10}}, :urchin-beggar {:equipment {:clothes-common 1, :knife-small 1, :pouch 1}, :key :urchin-beggar, :name "Urchin: Beggar", :option-pack "Kobold Press", :profs {:skill {:deception true, :persuasion true}, :tool {:disguise-kit true, :thieves-tools true}}, :traits [{:description "Having spent much of your life with no home, money, or real possessions to your name, you learned to stretch a meager amount of money much further than it should normally go. By spending several hours a day seeking out alms from affluent, or at least comfortable citizens, you can maintain a living while within an urban setting. You can maintain a poor lifestyle without spending the required coin. This lifestyle represents earning a few meager coins through begging and spending that money on “bargain” staples.\nAdditionally, you know several places where you can acquire food, lodging, and basic equipment (DMs discretion as to what equipment is available at any given time) for 75% of their normal price. You can’t leverage these sources frequently, and it might be several days or weeks before you can make another discounted purchase.", :name "Anything You Can Spare"}]}, :prophet {:equipment {:clothes-common 1, :holy-symbol 1}, :key :prophet, :name "Prophet", :option-pack "Kobold Press", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion true, :religion true}, :tool {:calligraphers-supplies true, :painters-supplies true}, :tool-options {:artisans-tool 1}}, :traits [{:description "People who hear and accept your words are moved to action. Such individuals will lend aid and offer their services toward your cause, whether that involves building a new temple, clearing storm damage, or feeding the hungry. They won’t take undue risk, however. Temples and other religious organizations commonly accept prophets of their faith, but noble houses, merchants, trade guilds, and any other organization might share their resources. Additionally, you can secure audiences with powerful individuals or invitations to events that normally exist above your station. From those who fear or oppose your vision you can expect social hostility, though some might fear to act directly against you.", :name "Words from On High"}], :treasure {:gp 5}}, :fey-touched {:equipment {:clothes-traveler-s 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :key :fey-touched, :name "Fey-Touched", :option-pack "Kobold Press", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:deception true, :persuasion true}, :tool-options {:musical-instrument 1}}, :traits [{:description "The mark of the fey upon you has opened your eyes to the world that lurks beneath what most people see and hear. When you are near a ley line, a shadow or fey road, or an active portal, you feel its presence: your hair stands on end, ethereal music plays for you alone, odors waft on an unfelt breeze, or some other vague sensation alerts you that you’re in the vicinity of such a phenomenon. The pulse of fey magic within you can sometimes reach out, usually when your emotions are strongest. If you revel and enjoy yourself, others are likely to want to join in and have their spirits lifted. When you are angry, those around you feel it like a wave of heat pricking their skin.", :name "Gleam of Glamour"}], :treasure {:gp 10}}, :corsair {:equipment {:clothes-common 1, :navigators-tools 1, :rope-silk 1}, :key :corsair, :name "Corsair", :option-pack "Kobold Press", :profs {:skill {:acrobatics true, :perception true}, :tool {:navigators-tools true, :water-vehicles true}, :tool-options {}}, :traits [{:description "You suffer no reduction in speed when climbing. You can expect your former comrades to offer you passage aboard ship, reasonable aid, or shelter when you are in need. Keep in mind that this bond goes both ways, and they may come to you expecting the same.", :name "High Sea Scourge"}], :treasure {:gp 5}}, :master-craftsmen {:equipment {:clothes-costume 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :master-craftsmen, :name "Master Craftsmen", :option-pack "Kobold Press", :profs {:skill {:investigation true, :perception true}, :tool-options {:artisans-tool 1}}, :traits [{:description "Whether from natural aptitude, divine inspiration, or a lifetime spent honing your skill, your devotion to your chosen craft approaches the stuff of legend. When using the crafting downtime activity rules with your chosen craft, you generate double the normal progress toward the item’s completion (anyone assisting you provides the normal bonus). You must create at least one item at the normal rate before this feature can be used to create\nanother item at the accelerated rate.", :name "Masterwork"}], :treasure {:gp 10}}, :desert-runner {:equipment {:clothes-traveler-s 1, :herbalism-kit 1, :pouch 1, :waterskin 1}, :key :desert-runner, :name "Desert Runner", :option-pack "Kobold Press", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:perception true, :survival true}, :tool {:herbalism-kit true}}, :traits [{:description "Your life in the open desert has adapted your body to a\nrange of environmental conditions. You may survive on 1\ngallon of water in hot conditions (or ½ gallon in normal\nconditions) without being forced to make Constitution\nsaving throws and you are considered “naturally adapted”\nto hot climates (see DMG pg. 110). You are also able to\nread the natural environment to predict natural weather\npatterns and temperatures for the next 24 hours, allowing\nyou to cross dangerous terrain at the best times. The\naccuracy of these predictions are up to the DM, but\nshould be largely reliable unless affected by magic or\nunforeseeable events such as distant earthquakes or\nvolcanic eruptions.", :name "Nomad"}], :treasure {:gp 10}}, :raider {:equipment {:clothes-traveler-s 1, :rope-silk 1, :tent-two-person 1}, :key :raider, :name "Raider", :option-pack "Kobold Press", :profs {:skill {:intimidation true, :stealth true}, :tool {:land-vehicles true}}, :traits [{:description "In your time scouring trade routes and settlements, you have learned the secret of finding quick, unobtrusive ways in and out. When determining your overland travel speed, you ignore difficult terrain if you are within 2 miles of a road or settlement. You have a knack for following hidden paths and covering your approach or retreat. When making use of this feature, you and up to five companions can utilize Stealth while traveling at a normal pace.", :name "Backways"}], :treasure {:gp 5}}, :guild-merchant {:equipment {:clothes-traveler-s 1}, :key :guild-merchant, :name "Guild Merchant", :option-pack "Kobold Press", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:insight true, :persuasion true}}, :traits [{:description "You have spent your life on the roads, carrying the things people want through war zones, storms, and raider attacks. Empty wagons earn no profit, so you are adept at finding buyers for whatever goods you carry and securing new cargo for the return trip. You start with a wagon and mule. You can always find a buyer for any sort of item, even contraband, as long as you are in a settlement. Likewise, you have a network of contacts who can locate fantastic treasures for the right price. Magical items, maps to lost ruins, or rare special materials are all available to you given enough time. Speak with the DM to determine how long it takes to work your contacts and what they require in return for their information and help. ", :name "Savvy Trader"}], :treasure {:gp 15}}, :darkling {:equipment {:clothes-common 1, :emblem 1}, :key :darkling, :name "Darkling", :option-pack "Kobold Press", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:arcana true, :religion true}}, :traits [{:description "Creatures of darkness know their own, and they can sense the touch upon you. While this recognition is not enough to save you from the foul creatures that move through the world’s shadows, it can buy you time. Fiends, dark fey, and undead might be willing to talk to you instead of attacking, at least briefly. In some cases you may be able to negotiate or bribe your way out of a fight against a creature of darkness, provided it wasn’t murderously hostile toward you initially. This recognition cuts both ways; sometimes creatures of darkness may seek you out, sensing a kindred spirit even if you want nothing to do with them, and the servants of goodness and light may find you unsettling. It may be difficult to secure the trust of good creatures that sense the taint upon you. ", :name "Touch of Darkness"}], :treasure {:gp 15}}, :soldier-groom-squire {:equipment {:clothes-common 1, :clothes-fine 1, :knife-small 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :soldier-groom-squire, :name "Soldier: Groom/Squire", :option-pack "Kobold Press", :profs {:skill {:animal-handling true, :insight true}, :tool {:land-vehicles true}, :tool-options {:artisans-tool 1}}, :traits [{:description "You are skilled at picking the strongest, most intelligent,\nand most trainable mounts, birds of prey, hunting dogs,\nand other domestic animals commonly used in war.\nWhenever you purchase or otherwise acquire a draft\nhorse, camel, hawk, mastiff, mule, or riding horse from a\nselection of at least four of the same animal, that animal\npossesses the maximum hit points for its hit dice (i.e.: 9\nfor a mastiff, 3 for a hawk) and its Intelligence increases\nby 1 (to a maximum of 4). Your DM may allow this feature\nto apply to other animals depending on your race and\nthe setting of your campaign. Some alternate creatures\ninclude bats, boars, elk, flying snakes, octopuses,\npanthers, ravens, giant frogs, giant lizards, giant wolf\nspiders, and wolves, though none should have a CR\ngreater than 1/4.", :name "Eye for the Best"}], :treasure {:gp 10}}, :soldier-healer {:equipment {:alchemists-supplies 1, :case-map-or-scroll 1, :clothes-common 1, :herbalism-kit 1, :knife-small 1, :poisoners-tools 1}, :key :soldier-healer, :name "Soldier: Healer", :option-pack "Kobold Press", :profs {:skill {:medicine true, :nature true}, :tool {:alchemists-supplies true, :herbalism-kit true, :poisoners-tools true}}, :traits [{:description "You are well versed in the origins of natural remedies and\nare trained to find the right plants, roots, flowers, or seeds\nrequired to restock your kits in the field. Once per day, you\nmay spend an hour searching the local terrain for natural\nremedies, or bartering for medicines and supplies in local\nsettlements. After completing your search (or trade), you\nmay restock your healer’s kit with a number of uses equal\nto your proficiency modifier at no cost. How you organize\nyour healing kit becomes personal and only those trained\nin the Medicine skill may use your kit if you are not\npresent to direct them.\nIn addition, you may craft antitoxin vials and potions of\nhealing using your herbalist’s kit in half the normal time,\ni.e.: one every 5 days instead of one every 10 days. ", :name "Field Surgeon"}], :treasure {:gp 5}}, :cannibal-headhunter {:equipment {:clothes-traveler-s 1, :cooks-utensils 1, :hunting-trap 1, :pouch 1}, :key :cannibal-headhunter, :name "Cannibal Headhunter", :option-pack "Kobold Press", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:intimidation true, :survival true}, :tool {:cooks-utensils true}}, :traits [{:description "Whether as a funeral rite to honor fallen family and comrades, or as spoils of war or sacred hunts, you ritually consume a portion of slain humanoid bodies. Civilized people view this practice as taboo and horrific, and they are easily unsettled. While this unease can bring unwanted complications within urban or other civilized settings, you gain a measure of power and presence from your devotion that other savage, primitive, or tribal cultures esteem. When you present either your ritual practice or a direct result of it, such as your bone totem, to an intelligent creature with any kind of tribal or savage bent, your power affords you the chance to talk rather than fight. Orcs, gnolls, goblins, and other tribal warlike races might offer you respect and allow you the chance to sway them through talk (and Intimidation) rather than trying to kill you on sight. Additionally, you can engage in your rituals over the course of one day to gain inspiration.", :name "Grim Feast"}], :treasure {:gp 5}}, :seer {:equipment {:clothes-common 1}, :key :seer, :name "Seer", :option-pack "Kobold Press", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:arcana true, :perception true}, :tool-options {:gaming-set 1}}, :traits [{:description "Using a minor method of divination, you are able to see glimpses of a target’s future. You must spend one hour in conversation with the subject and consultation with your divination method. At the end of this time you can offer insight into the subject’s possible future. These details are always vague, but the reading affords you the chance to gain insight into your subject and possibly enter their good graces. After giving a reading, you can expect a client to be more relaxed and willing to favorably consider any proposal you make (treat them as one category more favorable for purposes of social interaction, DMG p. 244). Additionally, you can receive minor favors or consideration from past subjects in a variety of locations. Assume you can find at least one friendly contact in a city that you have spent at least some time in the past.", :name "Glimpse of Fortune"}], :treasure {:gp 5}}}, :orcpub.dnd.e5/languages {:huginns-speech {:key :huginns-speech, :name "Huginn's Speech", :option-pack "Kobold Press"}, :gnoll {:description "Gnoll words sounds almost like growls for the uninitiated, and gnolls tend to use scents and small gestures to convey subtle meanings. Two gnolls speaking can almost seem like dogs barking at each other to a casual observer.", :key :gnoll, :name "Gnoll", :option-pack "Kobold Press"}, :tosculi {:key :tosculi, :name "Tosculi", :option-pack "Kobold Press"}, :minotaur {:key :minotaur, :name "Minotaur", :option-pack "Kobold Press"}, :northern-tongue {:key :northern-tongue, :name "Northern Tongue", :option-pack "Kobold Press"}, :mimicry {:description "You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.", :key :mimicry, :name "Mimicry", :option-pack "Kobold Press"}, :umbral {:key :umbral, :name "Umbral", :option-pack "Kobold Press"}, :southern {:key :southern, :name "Southern", :option-pack "Kobold Press"}, :darakhul {:key :darakhul, :name "Darakhul", :option-pack "Kobold Press"}, :machine-speech {:description "Machine Speech is a whistling, clicking language that’s incomprehensible to non-gearforged ears. Speakers of Machine Speech claim that the Clockwork Oracle of the Free City of Zobeck speaks in this form, and that their speech is faster and purer than any language of flesh-and-blood races.", :key :machine-speech, :name "Machine Speech", :option-pack "Kobold Press"}}, :orcpub.dnd.e5/races {:gearforged {:key :gearforged, :speed 30, :name "Gearforged", :darkvision 0, :abilities {:orcpub.dnd.e5.character/cha 0}, :size :medium, :option-pack "Kobold Press", :languages #{"Common" "Machine Speech"}, :props {:damage-immunity {:poison true}, :damage-resistance {:poison false}, :skill-prof {:persuasion false}}, :traits [{:description "Two different ability scores of your choice increase by 1", :name "Ability Score Increase"} {:description "•You cannot eat, drink, or breathe. You can't drink potions or gain benefits that come from drinking, eating, or inhaling vapors.\n•You do not require sleep. During a rest, you are aware of your surroundings but you have disadvantage on Wisdom (Perception) checks.\n•You can't be stabilized when dying with a Medicine check or Spare the Dying. Instead, a successful DC 10 Intelligence check or Mending cantrip is needed.\n•You only regain 1/2 HP from spells and magical effects with the words \"cure\", \"heal\", or \"healing\" in their titles.", :name "Constructed Body"} {:description "You are immune to disease and the poisoned condition.", :name "Flesh of Steel"} {:description "If you are killed, but your soul gem and memory gears are intact, your body can be restored if it is repaired and Soulforging is cast again. For this casting the cost is only 500gp plus the cost of repair. The only other magic capable of bringing you back is the Wish spell, which fully restores you.", :name "Solid Construction"}]}, :tosculi-hiveless- {:key :tosculi-hiveless-, :languages #{"Tosculi"}, :name "Tosculi (Hiveless)", :option-pack "Kobold Press", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}}}, :size :medium, :speed 30, :traits [{:description "You have proficiency with your Claws, which deal 1d4 slashing damage.", :name "Natural Attacks"} {:description "Increase one physical ability score (STR, DEX, CON) and mental ability score (INT, WIS, CHA) by 2. You also take a -2 penalty to one ability score of your choice, which can be one of the abilities you increased.", :name "Ability Score Increase"}]}, :kobold-midgard- {:key :kobold-midgard-, :speed 30, :name "Kobold (Midgard)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :size :small, :option-pack "Kobold Press", :languages #{"Common" "Draconic"}, :traits [{:description "You have advantage on your attack roll against an enemy within 5 feet of you if you have an ally that’s not incapacitated also within 5 feet of the target. You can apply this bonus to one attack per round.", :name "Blindsider"} {:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight.", :name "Sunlight Sensitivity"} {:description "You have proficiency with artisan’s tools of your choice: alchemist’s supplies, mason’s tools, smith’s tools, or tinker’s tools.", :name "Tinkerer"}]}, :ramag {:key :ramag, :speed 30, :name "Ramag", :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 2}, :size :medium, :option-pack "Kobold Press", :languages #{"Common" "Giant"}, :props {:skill-prof {:arcana true}}, :traits [{:description "You can ignore class requirements when attuning to a magic item.", :name "Arcane Heritage"} {:description "You have advantage on Strength and Dexterity saving throws against spells.", :name "Spell Damping"}]}, :jinnborn {:key :jinnborn, :speed 30, :name "Jinnborn", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/dex 0}, :size :medium, :option-pack "Kobold Press", :languages #{"Common"}, :props {:skill-prof {:persuasion true, :stealth false, :survival false}}, :traits [{:description "For every month you're away from the desert, make a DC 15 Charisma saving throw. On a failure, you are afflicted with indefinite madness (see Madness; SRD). Roll on the table or work with your DM to determine the nature of your madness.", :name "Desert Dependant"}]}, :gnoll {:key :gnoll, :speed 30, :name "Gnoll", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Kobold Press", :languages #{}, :props {:weapon-prof {:crossbow-heavy true, :crossbow-light true, :longbow true, :shortbow true, :spear true}}, :traits [{:description "You have advantage on Wisdom (Perception) checks that rely on smell.", :name "Scent"} {:description "You have disadvantage on saving throws against being frightened. Whenever you make a Charisma (Intimidation) check for dealing with obviously smaller or weaker targets, you are considered proficient in the intimidation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.", :name "Bully"} {:description "When you take the Disengage action, your base walking speed is increased by 10 feet.", :name "Live to Fight Another Day"}]}, :dhampir {:key :dhampir, :speed 30, :name "Dhampir", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Kobold Press", :languages #{"Common"}, :props {:damage-resistance {:necrotic true}}, :traits [{:description "You can bite as an unarmed strike against an incapacitated creature or one you have grappled. Your bite deals 1 point of piercing damage, and if the creature has blood and isn’t a construct or undead, you can feed from it as part of the attack. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and if your target takes damage you regain one spent hit die. You can regain a number of spent hit dice with this trait equal to your Constitution modifier per long rest (minimum of 1).", :name "Dark Thirst"} {:description "As an action, you can magically beguile the mind of a creature that you can see within 30 feet. For 1 hour, you have advantage on Charisma checks made against the target. If you or any of your allies attack or damage the target, this effect ends. When the effect ends, the target feels repulsed by you and becomes hostile toward you until the next dawn, during which time it becomes immune to this effect. A hostile creature won’t necessarily attack outright, but it won’t deal with you in any way and might actively try to hinder you. You can use this trait once, and regain the ability to do so when you finish a short or long rest. A creature immune to being charmed is immune to\nyour predatory charm.", :name "Predatory Charm"} {:description "You have advantage on saving throws against disease.", :name "Vampiric Resistance"}]}, :aasimar-southlands- {:key :aasimar-southlands-, :speed 30, :name "Aasimar (Southlands)", :darkvision 60, :spells [{:value {:key :light}}], :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Kobold Press", :languages #{"Celestial" "Common"}, :props {:damage-resistance {:necrotic false, :radiant false, :thunder false}}, :traits []}, :sahuagin {:key :sahuagin, :speed 30, :name "Sahuagin", :darkvision 120, :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Kobold Press", :languages #{"Common" "Primordial"}, :props {:lizardfolk-ac false, :swimming-speed 40}, :traits [{:description "As a bonus action, you can enter a blood frenzy until the end of your turn. While in blood frenzy you have advantage on melee attack rolls against any creature that doesn’t have all its hit points. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.", :name "Blood Frenzy"} {:description "You can breathe air and water, but you need to be submerged at least once every 4 hours or you begin suffocating.", :name "Limited Amphibiousness"} {:description "Your thick hide grants you an AC of 12 + your Dexterity modifier.", :name "Natural Armor"} {:description "You have proficiency with your claws and bite. Your claws deal 1d4 slashing damage, and your bite deals 1d4 piercing damage.", :name "Natural Attacks"} {:description "You can magically command one shark within 120 feet of you using limited telepathy. This command is limited to simple concepts.", :name "Shark Telepathy"}]}, :dragonkin {:key :dragonkin, :speed 25, :name "Dragonkin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Kobold Press", :languages #{"Common" "Draconic"}, :props {:skill-prof {:persuasion true}}, :traits []}, :lizardfolk-southlands- {:key :lizardfolk-southlands-, :speed 30, :name "Lizardfolk (Southlands)", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Kobold Press", :profs {:skill-options {:options {:stealth false}}}, :languages #{"Common" "Draconic"}, :props {:skill-prof {:stealth false}, :swimming-speed 30}, :traits []}, :lamia {:key :lamia, :speed 30, :name "Lamia", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Kobold Press", :languages #{"Abyssal" "Common"}, :props {:skill-prof {:deception true, :intimidation true}, :swimming-speed 20}, :traits [{:description "Climb Speed 20ft.", :name "You are of the Monstrosity type."} {:description "You have advantage on attack rolls against a creature you have surprised, or that is charmed by you or your allies.", :name "Serpent Strike"} {:description "You have advantage on saving throws and ability checks against being knocked prone. You can’t benefit from anything that requires legs or feet (such as magical footwear)", :name "Snake Body"}]}, :werelion {:key :werelion, :speed 30, :name "Werelion", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Kobold Press", :languages #{"Common" "Sylvan"}, :traits [{:description "Natural werelions possess the magical ability to assume two alternate forms—the hybrid leonine and the lion. As an action, you can change into either your hybrid leonine form or your lion form. You can remain in this form for 1 hour, reverting to your humanoid form when the time expires, you fall unconscious, you drop to 0 hit points, or you die. You can revert to your humanoid form early as a bonus action. Once you use this ability, you can’t use it again until you finish a short rest.", :name "Natural Shapechanger"} {:description "In your hybrid leonine form you grow sharp teeth and claws, and take on a more intimidating feline appearance. In this hybrid form you may use weapons,\nwear armor, and carry equipment normally. Your base walking speed increases to 40 feet. You have proficiency with your claws and bite. Your claws deal 1d4 slashing damage, and are considered light weapons. Your bite deals 1d4 piercing damage.\nIn addition, you gain advantage on Charisma (Intimidate) checks, and Wisdom (Perception) checks that rely on smell. You gain disadvantage on Intelligence checks and all other Charisma checks", :name "Hybrid Form"} {:description " You may assume the form of a young lion (us the stat block for the panther) as if using the druid’s Wild Shape class feature. Unlike that feature, you retain your own hit points between forms. At 8th level you instead assume the form of a full-grown lion when you use this ability", :name "Lion Form"}]}, :dust-goblin {:key :dust-goblin, :speed 30, :name "Dust Goblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 2}, :size :small, :option-pack "Kobold Press", :languages #{"Common" "Goblin"}, :props {:skill-prof {:stealth true, :survival true}}, :traits [{:description "Advantage on saving throws against being charmed or frightened.", :name "Alien Mind"} {:description "When you attack a creature from hiding, the creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be frightened of you until the end of its next turn.", :name "Twisted"}]}, :ravenfolk {:key :ravenfolk, :speed 30, :name "Ravenfolk", :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack "Kobold Press", :languages #{"Common" "Mimicry"}, :props {:skill-prof {:deception true, :stealth true}}, :traits [{:description "Ravenfolk can mimic any sound they’ve heard. Make a Charisma (Deception) check against the passive Wisdom (Insight) of any listeners. Success indicates\nthey believe the sound you created was real.", :name "Mimicry"}]}, :minotaur-midgard- {:key :minotaur-midgard-, :speed 30, :name "Minotaur (Midgard)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Kobold Press", :languages #{"Common" "Minotaur"}, :traits [{:description "You have proficiency with your horns, which deals 1d6 piercing damage when you make a horn attack.", :name "Natural Attacks"} {:description "If you move at least 10 feet towards a target and hit it with a horn attack in the same turn, you deal an extra 1d6 piercing damage and you can shove the target 5 feet as a bonus action. You can apply this extra damage once per turn. At 11th level, when you shove a creature with Charge, you can push it 10 feet instead of 5. You can use this ability a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest.", :name "Charge"} {:description "You can retrace without error any path you have previously taken, with no ability checks.", :name "Labyrinth Sense"}]}, :derro {:key :derro, :speed 30, :name "Derro", :darkvision 120, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 2}, :size :small, :option-pack "Kobold Press", :languages #{"Common" "Undercommon"}, :traits [{:description "You have advantage on saving throws against being charmed or frightened.", :name "Insanity"} {:description "You have advantage on Constitution saving throws against spells.", :name "Eldritch Resilience"} {:description "You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :darakhul {:key :darakhul, :speed 30, :name "Darakhul", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2}, :size :medium, :option-pack "Kobold Press", :languages #{"Common" "Darakhul"}, :props {:damage-immunity {:poison true}, :damage-resistance {:necrotic true}}, :traits [{:description "Your heavy jaw is powerful enough to crush bones to powder. You gain a bite attack that deals 1d6 piercing damage.", :name "Natural Weapons"} {:description "You must consume a meal of raw meat each day or suffer the effects of starvation. If you go 24 hours without such a meal, you gain one level of exhaustion (this is an exception to the darakhul’s immunity). You cannot stave this off with half rations. While you have any levels of exhaustion, you cannot regain hit points or remove levels of exhaustion until you spend 1 hour consuming an amount of raw meat equal to a Small creature (about 30 pounds). ", :name "Hunger for Flesh"} {:description "When you, the target of your attack, or anything you try to perceive is in direct sunlight, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "You are immune to exhaustion and to the charmed and poisoned conditions. If you die, you cannot be returned to life by Revivify, Raise Dead or Reincarnate. Resurrection, and True Resurrection return you to life as your original race. A Create Undead spell cast on only your corpse affects you as a Raise Dead spell affects the corpse of a once-living creature. You don't need to eat or drink. You don't sleep, but you enter a dormant state during which you have disadvantage on Wisdom (Perception) checks.", :name "Undead Vitality"}]}, :kijani {:key :kijani, :speed 30, :name "Kijani", :darkvision 60, :spells [{:level 7, :value {:ability :wis, :key :speak-with-plants, :level 3}}], :abilities {:orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Kobold Press", :profs {:skill-options {:options {:arcana true, :history true, :nature true, :religion true}}}, :languages #{"Common" "Sylvan"}, :props {:skill-prof {:arcana false, :history false, :nature false, :religion false}}, :traits [{:name "One other ability score of your choice increases by 1."} {:name "You are of the plant type."} {:description "While below 50% of your maximum HP, you have access to the the following options:\n• Once per turn when you hit with a weapon attack, you deal an extra 2 (1d4) weapon damage.\n• As a reaction, when you are hit by an attack during your fury, you can add 2 to your AC against that attack. You must be able to see the attacker to take this reaction.", :name "Contained Fury"} {:description "You are immune to any effect that would put you to sleep. You can cast Speak with Plants once per rest.", :name "Plantborn"}]}, :trollkin {:key :trollkin, :speed 30, :name "Trollkin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/dex 0}, :size :medium, :option-pack "Kobold Press", :languages #{"Common"}, :props {:skill-prof {:deception false, :intimidation true, :stealth false}}, :traits [{:description "Trollkin grow large fangs, and have sharp claws instead of finger- and toenails. You are proficient with your claws and fangs and can use them to make unarmed melee attacks. Claws deal 1d4 slashing damage, and bites deal 1d4 piercing damage.", :name "Natural Weapons"} {:description "Once per day as a bonus action, you can expend one hit die to regain hit points as if you finished a short rest. The number of hit dice you can expend increases by one when you reach 6th level (2 hit dice), 12th level (3 hit dice), and 18th level (4 hit dice). If you suffer acid or fire damage, you lose access to this ability until you finish a short or long rest.", :name "Inhuman Vigor"}]}}, :orcpub.dnd.e5/spells {:soulforging {:description "You and a willing humanoid subject must chant an incantation in unison during the entire casting time. At the end of this period the subject’s soul and consciousness leave its body. The subject must make a DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, allowing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the subject’s soul is traumatically drawn back to its body; the subject immediately drops to 0 hit points and is dying. If the save succeeds, the subject’s soul is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a gearforged. It loses all of its previous racial traits and gains gearfoged traits. The subject’s original body dies and cannot be returned to life by any means unless its soul is freed from the soul gem. If the spellcaster dies during a soulforging, the subject also dies and its soul becomes a wraith. Up to four other spellcasters of at least 5th level can assist you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.", :key :soulforging, :school "necromancy", :name "Soulforging", :duration "Instantaneous", :level 5, :option-pack "Kobold Press", :components {:material true, :material-component "a complete mechanical body worth 10,000 gp", :somatic true, :verbal true}, :casting-time "1 hour (see below)", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}}, :orcpub.dnd.e5/subclasses {:ambush-predator {:class :rogue, :key :ambush-predator, :level-modifiers [{:level 3, :type :tool-prof, :value :poisoners-tools}], :name "Ambush Predator", :option-pack "Kobold Press", :traits [{:description "You can use your Cunning Action to apply poison to a weapon.", :level 3, :name "Killer's Craft"} {:description "As long as you don’t move, you\nhave advantage on any saving throw against falling\nasleep or succumbing to exhaustion. While you remain\nstationary you can undertake light activity (to\nremain on watch only) for the entire duration\nof a long rest, and still gain its benefits. If you\nmove, or engage in any other sort of activity,\nyou must rest as normal for the remainder\nof the long rest to complete it.", :level 9, :name "Patience"} {:description "You do not automatically reveal your location when you attack while hidden. You must be at least 10 feet away from any creature that could potentially hear or see you to use this ability. Whenever you attack, you can make a new Dexterity (Stealth) check. Any creature that might detect you gains advantage on its passive Wisdom (Perception) score. If successful, you remain hidden. ", :level 13, :name "Sniper"} {:description "You have advantage on attacks against creatures who haven't taken a turn in combat yet. In addition, any hit you score against a surprised creature is a critical hit.", :level 3, :name "Assassinate"} {:description "When you attack and hit a creature that is surprised, it must make a Con save (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against a creature.", :level 17, :name "Death Strike"} {:description "This class is exclusive to lizardfolk.", :name "Racial Prerequisite"}]}, :circle-of-the-hive {:class :druid, :key :circle-of-the-hive, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :spider-climb, :level 2}} {:level 3, :type :spell, :value {:ability :wis, :key :web, :level 2}} {:level 5, :type :spell, :value {:ability :wis, :key :conjure-animals, :level 3}} {:level 5, :type :spell, :value {:ability :wis, :key :fly, :level 3}} {:level 7, :type :spell, :value {:ability :wis, :key :freedom-of-movement, :level 4}} {:level 7, :type :spell, :value {:ability :wis, :key :giant-insect, :level 4}} {:level 9, :type :spell, :value {:ability :wis, :key :contagion, :level 5}} {:level 9, :type :spell, :value {:ability :wis, :key :insect-plague, :level 5}} {:level 10, :type :damage-immunity, :value :poison} {:level 10, :type :saving-throw-advantage, :value :restrained}], :name "Circle of the Hive", :option-pack "Kobold Press", :traits [{:description "Learn an additional druid cantrip of your choice.", :level 2, :name "Bonus Cantrip"} {:description "During a short rest, you recover spell slots = less than 1/2 your druid level (rounded up), none of the slots can be higher than 5th level. (Once per long rest)", :level 2, :name "Natural Recovery"} {:description "Non-magical difficult terrain doesn't affect you, and you can't take damage from non-magical plants (thorns, etc). You have advantage on saves against plants that are magically created or manipulated to impede you.", :level 6, :name "Land's Stride"} {:description "You are immune to diseases and movement restrictions caused by webs.", :level 10, :name "Vermin's Ward"} {:description "When a beast or plant attacks you, they must succeed a Wisdom saving throw or automatically miss their attack. On a success, the creature is immune to this feature for 24 hrs. Creatures are aware of this effect before they make this attack.", :level 14, :name "Nature's Sanctuary"} {:description "This subclass is exclusive to Tosculi (Hiveless)", :name "Racial Prerequisite"}]}, :circle-of-the-swarm {:class :druid, :key :circle-of-the-swarm, :level-modifiers [], :name "Circle of the Swarm", :option-pack "Kobold Press", :traits [{:description "You can use Wild Shape as a bonus action. While transformed, you can use a bonus action to expend one spell slot to regain 1d8 HP per level of the spell slot.", :level 2, :name "Combat Wild Shape"} {:description "Your choice of forms is limited. You may use Wild Shape to change into any insectoid, arachnid, or similar beast (ex. crab). Following the progression of the Circle of the Moon for CR, you can become these additional forms: Ankheg, Carrion Crawler, Death Wasp (use Wyvern stats), Giant Rhinoceros Beetle (use Triceratops stats), and swarm of insects (all variants). Other insectoid forms may be available at the DM's discretion.", :level 2, :name "Insectoid Forms"} {:description "This subclass is exclusive to Tosculi (Hiveless)", :name "Racial Prerequisite"} {:description "You can expend two uses of Wild Shape to transform into a Bulette, Chuul, Phase Spider, or Umber Hulk.", :level 10, :name "Monstrous Wild Shape"}]}, :hivemaster {:class :ranger, :key :hivemaster, :level-modifiers [], :name "Hivemaster", :option-pack "Kobold Press", :traits [{:description "This subclass is exclusive to Tosculi (Hiveless)", :name "Racial Prerequisite"} {:description "You gain an animal companion, choose one from the following list: Blood Hornet (use flying snake stats), Giant Crab, Giant Centipede, Giant Wolf Spider, or Swarm of Insects. At the DM's discretion, other insectoid beasts may be companions, but their CR shouldn't be greater than 1/4. You can communicate telepathically with you companion if they're within 100ft. You can issue commands telepathically or verbally.", :level 3, :name "Insect Companion"} {:description "As a bonus action, you can order your companion to Dash, Disengage, Dodge, or Help.", :level 7, :name "Exceptional Training"} {:description "When you command your companion to take the Attack action, they can make two attacks or use the Multiattack action if they have it.", :level 11, :name "Beastial Fury"} {:description "When you cast a spell with the range of self, it also affects your companion if they're within 30 ft.", :level 15, :name "Share Spells"}]}, :lycanthropic {:class :sorcerer, :key :lycanthropic, :level-modifiers [], :level-selections [{:type :hybrid-form}], :name "Lycanthropic", :option-pack "Kobold Press", :traits [{:description "As an action you assume the form of an animalistic humanoid with features similar to your chosen beast and either razor-sharp claws or teeth. You may maintain this form for 1 hour, or until you use a bonus action to revert to your normal form, fall unconscious, drop to 0 hit points, or die. (Once per rest)", :name "Hybrid Form"} {:description "Spend 1 sorcery point to increase the damage die of your natural weapons (d4->d6, etc) while you are in your hybrid form (or beast form once you reach 14th level). You may also choose one of the following qualities to apply to your natural weapons: magic or silver. This enhancement lasts until the next time you change forms. If another ability allows you to take a beast or hybrid form, you may use this ability to affect the natural weapons of that form. Using this ability a second time allows you to change the special quality applied to your natural weapons, but does not further increase their damage. In addition, while in your hybrid form (or beast form once you reach 14th level), you may communicate with members of your chosen beast’s species.", :level 6, :name "No Hide Too Tough"} {:description "As an action you may spend 3 sorcery points to take on the form of your chosen beast: brown bear, lion (or tiger), giant rat (or rat), or dire wolf. You may stay in this form for a number of hours = 1/2 your sorcerer level, or until you fall unconscious, drop to 0 HP, or die. This feature otherwise functions as the druid wild shape class feature.", :level 14, :name "Beast Form"} {:description "When a beast attacks you, it must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this affect before it attacks you. In addition, you may spend 4 sorcery points to cast dominate beast as a 4th level spell. For each additional sorcery point you spend you increase the spell’s level by 1.", :level 18, :name "Leader of the Pride"}]}}, :orcpub.dnd.e5/subraces {:purple-blooded {:key :purple-blooded, :name "Purple-Blooded", :option-pack "Kobold Press", :props {:saving-throw-advantage {:poisoned true}, :skill-prof {:stealth true}}, :race :lizardfolk-southlands-, :traits [{:description "Toxins and waste products flow in your blood, boosting your immune system. You have advantage on saving throws against poisons and diseases.", :name "Purple-Blooded"} {:description "You're proficient with your Bite, which deals 1d6 piercing damage.", :name "Bite"} {:description "You can hold your breath for a number of minutes = your Constitution score.", :name "Hold Breath"}]}, :fire {:abilities {:orcpub.dnd.e5.character/str 1}, :key :fire, :name "Fire", :option-pack "Kobold Press", :props {:damage-resistance {:fire true}}, :race :dragonkin, :spells [{:value {:ability :cha, :key :produce-flame}}], :traits []}, :climber {:key :climber, :name "Climber", :option-pack "Kobold Press", :props {:skill-prof {:athletics false, :stealth true}}, :race :lizardfolk-southlands-, :traits [{:description "If you're not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit.", :name "Natural Armor"} {:description "You're proficient with your Bite, which deals 1d6 piercing damage.", :name "Bite"} {:description "You're climbing speed = your walking speed, and you add 2x your proficiency bonus to checks made to climb. You lose your Swim speed.", :name "Climber"}]}, :heavens-wrath {:darkvision 60, :key :heavens-wrath, :name "Heaven's Wrath", :option-pack "Kobold Press", :props {:damage-resistance {:fire false, :necrotic true, :radiant true}}, :race :aasimar-southlands-, :spells [{:level 1, :value {:ability :cha, :key :guiding-bolt, :level 1}}], :traits []}, :elven-heritage {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :elven-heritage, :name "Elven Heritage", :option-pack "Kobold Press", :props {:language {:elvish true}}, :race :darakhul, :traits []}, :shaper-water- {:abilities {:orcpub.dnd.e5.character/str 1}, :key :shaper-water-, :name "Shaper (Water)", :option-pack "Kobold Press", :props {:damage-resistance {:cold true}, :language {:primordial-aquan- true}}, :race :jinnborn, :traits [{:description "Once per turn when you hit with a melee attack, you can deal an additional 1d6 cold damage. You can use this ability a number of times = your Constitution modifier (minimum 1), and you regain all uses each long rest.", :name "Elemental Strike"}]}, :tiefling-heritage {:abilities {:orcpub.dnd.e5.character/cha 1}, :key :tiefling-heritage, :name "Tiefling Heritage", :option-pack "Kobold Press", :props {:language {:infernal true}}, :race :darakhul, :traits []}, :civilized {:abilities {:orcpub.dnd.e5.character/con 1}, :key :civilized, :name "Civilized", :option-pack "Kobold Press", :race :gnoll, :traits [{:description "Whenever you make a Charisma (Persuasion) check for dealing with obviously bigger or more powerful targets, you are considered proficient in the Persuasion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.", :name "Obsequious"}]}, :hive-liason {:key :hive-liason, :name "Hive Liason", :option-pack "Kobold Press", :props {:skill-prof {:perception true, :stealth true}}, :race :tosculi-hiveless-, :spells [{:value {:ability :int, :key :message}} {:level 3, :value {:ability :int, :key :detect-thoughts, :level 2}}], :traits [{:description "Your AC can't be less that 11 + your Dex modifier no matter what armor you're wearing.", :name "Natural Armor"} {:description "Your ability to cast Message and Detect Thoughts is a psionic ability, and doesn't require spell components. Message functions in a Silence spell.", :name "Latent Hive Mind"}]}, :airy-spirit {:key :airy-spirit, :name "Airy Spirit", :option-pack "Kobold Press", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar-southlands-, :spells [{:level 5, :value {:ability :cha, :key :gaseous-form, :level 3}} {:level 3, :value {:ability :cha, :key :lesser-restoration, :level 2}}], :traits []}, :celestial-awareness {:darkvision 0, :key :celestial-awareness, :name "Celestial Awareness", :option-pack "Kobold Press", :props {:damage-resistance {:fire false, :necrotic true, :radiant true}}, :race :aasimar-southlands-, :spells [{:level 3, :value {:ability :cha, :key :lesser-restoration, :level 2}}], :traits [{:name "Blindsight 10ft."}]}, :dwarvish-heritage {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :dwarvish-heritage, :name "Dwarvish Heritage", :option-pack "Kobold Press", :props {:language {:dwarvish true}}, :race :darakhul, :speed 25, :traits []}, :human-half-elf-heritage {:key :human-half-elf-heritage, :name "Human/Half-Elf Heritage", :option-pack "Kobold Press", :race :darakhul, :traits [{:description "Increase any ability score (excluding Constitution) by 1.", :name "Ability Score Increase"} {:description "Choose 1 language.", :name "Language"}]}, :fiery-heir {:key :fiery-heir, :name "Fiery Heir", :option-pack "Kobold Press", :props {:damage-resistance {:fire true, :necrotic false, :radiant false}}, :race :aasimar-southlands-, :spells [{:level 5, :value {:ability :cha, :key :daylight, :level 3}} {:level 3, :value {:ability :cha, :key :lesser-restoration, :level 2}}], :traits []}, :ravenfolk-heritage {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :ravenfolk-heritage, :name "Ravenfolk Heritage", :option-pack "Kobold Press", :props {:language {:mimicry true}}, :race :darakhul, :traits []}, :bloodshooter {:key :bloodshooter, :name "Bloodshooter", :option-pack "Kobold Press", :props {:skill-prof {:stealth true}}, :race :lizardfolk-southlands-, :traits [{:description "If you're not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit.", :name "Natural Armor"} {:description "You can force a jet of hot blood from your eyes to disorient one target within 15 ft. They must succeed a Wisdom saving throw (DC = 8 + proficiency + Dex modifier) or become Frightened. They can repeat the save at the end of their turn, ending the condition on a success. Creatures wearing full-face helmets, eye-protection, etc. have advantage on the save. You can use this a number of times = your Constitution modifier, and you regain all uses each long rest.", :name "Gout of Blood"} {:description "You can hold your breath for a number of minutes = your Constitution score.", :name "Hold Breath"}]}, :cave {:abilities {:orcpub.dnd.e5.character/con 1}, :key :cave, :name "Cave", :option-pack "Kobold Press", :props {:damage-resistance {:acid true}}, :race :dragonkin, :spells [{:value {:ability :cha, :key :blade-ward}}], :traits []}, :armored-drone {:key :armored-drone, :name "Armored Drone", :option-pack "Kobold Press", :props {:skill-prof {:perception true, :stealth true}}, :race :tosculi-hiveless-, :spells [{:value {:ability :int, :key :message}} {:level 3, :value {:ability :int, :key :detect-thoughts, :level 2}}], :traits [{:description "Your AC can't be less that 11 + your Dex modifier + your Con modifier no matter what armor you're wearing.", :name "Hardened Carapace"}]}, :dragonkin-heritage {:key :dragonkin-heritage, :speed 25, :race :darakhul, :name "Dragonkin Heritage", :spells [{:value {:ability :cha, :key :shillelagh}}], :abilities {:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/str 1}, :option-pack "Kobold Press", :props {:damage-resistance {:poison true}, :language {:draconic true}}, :traits []}, :night-whisper {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :night-whisper, :name "Night Whisper", :option-pack "Kobold Press", :race :trollkin, :traits [{:description "Before making an ability check or saving throw, you can heed the wisdom of your ancestors to gain advantage on the roll. You cannot use this feature again until you finish a long rest. ", :name "Spirit Whispers"}]}, :trollkin-heritage {:abilities {:orcpub.dnd.e5.character/str 1}, :key :trollkin-heritage, :name "Trollkin Heritage", :option-pack "Kobold Press", :props {:language {:giant true}}, :race :darakhul, :traits []}, :speaker-earth- {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :speaker-earth-, :name "Speaker (Earth)", :option-pack "Kobold Press", :props {:language {:primordial-aquan- false, :primordial-ignan- false, :primordial-terran- true}, :saving-throw-advantage {:stunned true}}, :race :jinnborn, :traits [{:description "You can gain advantage on a saving throw or ability check, or to impose disadvantage on an attack roll against you. You must decide to use this ability before the d20 roll. You can use this ability a number of times = your Wisdom modifier (minimum 1). You regain all uses each long rest.", :name "Favor of the Jinn"} {:description "Advantage on saves against and extreme environments, and on checks made to navigate the wilderness and avoid losing your way.", :name "Walker"}]}, :storm {:abilities {:orcpub.dnd.e5.character/int 1}, :key :storm, :name "Storm", :option-pack "Kobold Press", :props {:damage-resistance {:lightning true}}, :race :dragonkin, :spells [{:value {:ability :cha, :key :shocking-grasp}}], :traits []}, :pygmy {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str -2}, :key :pygmy, :name "Pygmy", :option-pack "Kobold Press", :props {:skill-prof {:stealth true}}, :race :lizardfolk-southlands-, :size :small, :traits [{:description "While not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit.", :name "Natural Armor"} {:description "You're proficient with your Bite, which deals 1d6 piercing damage.", :name "Bite"} {:description "You can hold your breath for a number of minutes = your Constitution score.", :name "Hold Breath"}]}, :speaker-air- {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :speaker-air-, :name "Speaker (Air)", :option-pack "Kobold Press", :props {:language {:machine-speech false, :primordial-aquan- false, :primordial-auran- true, :primordial-ignan- false, :primordial-terran- false}, :saving-throw-advantage {:stunned true}}, :race :jinnborn, :traits [{:description "You can gain advantage on a saving throw or ability check, or to impose disadvantage on an attack roll against you. You must decide to use this ability before the d20 roll. You can use this ability a number of times = your Wisdom modifier (minimum 1). You regain all uses each long rest.", :name "Favor of the Jinn"} {:description "Advantage on saves against and extreme environments, and on checks made to navigate the wilderness and avoid losing your way.", :name "Walker"}]}, :tide {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :tide, :name "Tide", :option-pack "Kobold Press", :props {:damage-resistance {:cold true}}, :race :dragonkin, :spells [{:value {:ability :cha, :key :poison-spray}}], :traits []}, :celestial-legacy {:key :celestial-legacy, :name "Celestial Legacy", :option-pack "Kobold Press", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar-southlands-, :spells [{:level 5, :value {:ability :cha, :key :daylight, :level 3}} {:level 3, :value {:ability :cha, :key :lesser-restoration, :level 2}}], :traits []}, :speaker-fire- {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :speaker-fire-, :name "Speaker (Fire)", :option-pack "Kobold Press", :props {:language {:primordial-ignan- true}, :saving-throw-advantage {:stunned true}}, :race :jinnborn, :traits [{:description "You can gain advantage on a saving throw or ability check, or to impose disadvantage on an attack roll against you. You must decide to use this ability before the d20 roll. You can use this ability a number of times = your Wisdom modifier (minimum 1). You regain all uses each long rest.", :name "Favor of the Jinn"} {:description "Advantage on saves against and extreme environments, and on checks made to navigate the wilderness and avoid losing your way.", :name "Walker"}]}, :divine-splendor {:darkvision 60, :key :divine-splendor, :name "Divine Splendor", :option-pack "Kobold Press", :props {:damage-resistance {:fire false, :necrotic true, :radiant true}}, :race :aasimar-southlands-, :spells [{:level 3, :value {:ability :cha, :key :enhance-ability, :level 2}}], :traits [{:description "You gain the ability to cast enhance ability (eagle’s splendor) once with a range of Personal as a 2nd level spell without the need to maintain concentration, and you regain the ability to do so when you finish a long rest. At 5th level, you gain the benefits of both eagle’s splendor and owl’s wisdom when you use this ability. A shining halo or nimbus forms around your head while the spell is in effect, revealing your divine nature. The glow from the halo is dim light with a ten-foot radius.", :name "Divine Splendor"}]}, :digger {:key :digger, :name "Digger", :option-pack "Kobold Press", :props {:skill-prof {:stealth true}}, :race :lizardfolk-southlands-, :traits [{:description "If you're not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit.", :name "Natural Armor"} {:description "You're proficient with your Bite, which deals 1d6 piercing damage.", :name "Bite"} {:description "You can burrow through soft sand, dirt, and mud at a speed of 10 ft/round. This replaces your swim speed.", :name "Digging Claws"} {:description "You can hold your breath for a number of minutes = your Constitution score.", :name "Hold Breath"}]}, :shaper-earth- {:abilities {:orcpub.dnd.e5.character/str 1}, :key :shaper-earth-, :name "Shaper (Earth)", :option-pack "Kobold Press", :props {:damage-resistance {:acid true, :cold false, :fire false, :lightning false}, :language {:primordial-aquan- false, :primordial-auran- false, :primordial-ignan- false, :primordial-terran- true}}, :race :jinnborn, :traits [{:description "Once per turn when you hit with a melee attack, you can deal an additional 1d6 acid damage. You can use this ability a number of times = your Constitution modifier (minimum 1), and you regain all uses each long rest.", :name "Elemental Strike"}]}, :drone {:key :drone, :name "Drone", :option-pack "Kobold Press", :props {:skill-prof {:perception true, :stealth true}}, :race :tosculi-hiveless-, :traits [{:description "Your AC can't be less that 11 + your Dex modifier no matter what armor you're wearing.", :name "Natural Armor"} {:description "You take no damage from falls. You gain a fly speed of 40 feet but cannot hover. At the end of any round you fly, you must have descended at least one-quarter the distance you traveled or you fall. ", :name "Gliding Wings"}]}, :shaper-air- {:abilities {:orcpub.dnd.e5.character/str 1}, :key :shaper-air-, :name "Shaper (Air)", :option-pack "Kobold Press", :props {:damage-resistance {:cold false, :lightning true}, :language {:primordial-aquan- false, :primordial-auran- true}}, :race :jinnborn, :traits [{:description "Once per turn when you hit with a melee attack, you can deal an additional 1d6 lightning damage. You can use this ability a number of times = your Constitution modifier (minimum 1), and you regain all uses each long rest.", :name "Elemental Strike"}]}, :speaker-water- {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :speaker-water-, :name "Speaker (Water)", :option-pack "Kobold Press", :props {:language {:primordial-aquan- true, :primordial-ignan- false}, :saving-throw-advantage {:stunned true}}, :race :jinnborn, :traits [{:description "You can gain advantage on a saving throw or ability check, or to impose disadvantage on an attack roll against you. You must decide to use this ability before the d20 roll. You can use this ability a number of times = your Wisdom modifier (minimum 1). You regain all uses each long rest.", :name "Favor of the Jinn"} {:description "Advantage on saves against and extreme environments, and on checks made to navigate the wilderness and avoid losing your way.", :name "Walker"}]}, :shadow-fey {:abilities {:orcpub.dnd.e5.character/cha 1}, :key :shadow-fey, :name "Shadow Fey", :option-pack "Kobold Press", :props {:language {:elvish false, :umbral true}, :weapon-prof {:longbow true, :rapier true, :shortbow true, :shortsword true}}, :race :elf, :spells [{:value {:ability :cha, :key :misty-step, :level 2}}], :traits [{:description "When in darkness, dim light, or a shadow large enough to cover your body, you can cast misty step. You can use this ability a number of times = your Charisma modifier per long rest.", :name "Path of Shadows"} {:description "You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight.", :name "Sunlight Sensitivity"} {:description "You have advantage on any Intelligence (Arcana) check to learn about a particular fey road or shadow road and how it functions.", :name "Traveler in Darkness"}]}, :poisonous {:key :poisonous, :name "Poisonous", :option-pack "Kobold Press", :props {:skill-prof {:stealth true}}, :race :lizardfolk-southlands-, :traits [{:description "While not wearing armor, your AC = 12 + your Dex modifier. You can wear shield and still gain this benefit.", :name "Natural Armor"} {:description "You can bite as an unarmed strike that deals 1d6 piercing damage. On a successful bite attack, the target must succeed a Constitution saving throw (DC = 8 + proficiency bonus + your Constitution modifier) or be Poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once they've succeeded the save, the target is immune to your poison for 24 hours. You can use this ability a number of times = your Constitution modifier, and regain all uses each long rest. This replaces your swim speed.", :name "Poisoned Bite"}]}, :glider {:key :glider, :name "Glider", :option-pack "Kobold Press", :props {:skill-prof {:stealth true}}, :race :lizardfolk-southlands-, :traits [{:description "If you're not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit.", :name "Natural Armor"} {:description "You're proficient with your Bite, which deals 1d6 piercing damage.", :name "Bite"} {:description "You take no damage from falls. You gain a 40 ft fly speed but cannot hover. At the end of each round you're flying, you must have descended at least 1/4 the distance you traveled or you fall. This replaces your swim speed.", :name "Glider"}]}, :gnomish-heritage {:key :gnomish-heritage, :speed 25, :race :darakhul, :name "Gnomish Heritage", :abilities {:orcpub.dnd.e5.character/int 1}, :size :small, :option-pack "Kobold Press", :props {:language {:gnomish true}}, :traits []}, :stonehide {:abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 0}, :key :stonehide, :name "Stonehide", :option-pack "Kobold Press", :race :trollkin, :traits [{:description "+1 AC", :name "Thick Hide"}]}, :kobold-heritage {:abilities {:orcpub.dnd.e5.character/int 1}, :key :kobold-heritage, :name "Kobold Heritage", :option-pack "Kobold Press", :props {:language {:draconic true}}, :race :darakhul, :size :small, :traits []}, :standard {:key :standard, :name "Standard", :option-pack "Kobold Press", :props {:skill-prof {:stealth true}}, :race :lizardfolk-southlands-, :traits [{:description "If you're not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit.", :name "Natural Armor"} {:description "You're proficient with your Bite, which deals 1d6 piercing damage.", :name "Bite"} {:description "You can hold your breath for a number of minutes = your Con score.", :name "Hold Breath"}]}, :warrior {:key :warrior, :name "Warrior", :option-pack "Kobold Press", :props {:skill-prof {:perception false, :stealth false}}, :race :tosculi-hiveless-, :traits [{:description "Your AC can't be less that 11 + your Dex modifier no matter what armor you're wearing.", :name "Natural Armor"} {:description "You take no damage from falls. You gain a fly speed of 40 feet but cannot hover. At the end of any round you fly, you must have descended at least one-quarter the distance you traveled or you fall. ", :name "Gliding Wings"} {:description "You can make a bite attack as an unarmed strike that deals 1d6 slashing damage. On a successful hit with a bite, you may attempt to grapple the target as a bonus action. At 11th level, your bite damage increases to 2d6.", :name "Bite"}]}, :regenerative {:key :regenerative, :name "Regenerative", :option-pack "Kobold Press", :props {:skill-prof {:stealth false}}, :race :lizardfolk-southlands-, :traits [{:description "Whenever you spend Hit Die to regain HP during a short rest, you regain additional HP = 2x your Constitution modifier. Severed digits regrow after 24 hours, hands and feet after 3 days, and limbs after 1 week. If the severed body part is present and intact, you can reattach it during a short rest by using a Hit Die and doing nothing else during the rest. You gain one level of exhaustion when you begin regenerating a limb, and maintain 1 level of exhaustion until one day after the regrowth is complete.", :name "Regeneration"} {:description "You're proficient with your Bite, which deals 1d6 piercing damage.", :name "Bite"} {:description "You can hold your breath for a number of minutes = your Constitution score.", :name "Hold Breath"}]}, :chromataphore {:key :chromataphore, :name "Chromataphore", :option-pack "Kobold Press", :props {:skill-prof {:stealth true}}, :race :lizardfolk-southlands-, :traits [{:description "If you're not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit.", :name "Natural Armor"} {:description "You're proficient with your Bite, which deals 1d6 piercing damage.", :name "Bite"} {:description "You have advantage on Stealth checks made to hide so long as you're not moving. If you are wearing no armor and carrying no equipment, you can Hide without cover or obscurement. You can't Hide while being directly observed. You lose your Swim speed.", :name "Chameleon Skin"}]}, :shaper-fire- {:abilities {:orcpub.dnd.e5.character/str 1}, :key :shaper-fire-, :name "Shaper (Fire)", :option-pack "Kobold Press", :props {:damage-resistance {:cold false, :fire true, :lightning false}, :language {:primordial-aquan- false, :primordial-auran- false, :primordial-ignan- true}}, :race :jinnborn, :traits [{:description "Once per turn when you hit with a melee attack, you can deal an additional 1d6 fire damage. You can use this ability a number of times = your Constitution modifier (minimum 1), and you regain all uses each long rest.", :name "Elemental Strike"}]}, :savage {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :savage, :name "Savage", :option-pack "Kobold Press", :race :gnoll, :traits [{:description "Whenever you make a Wisdom (Survival) check for gathering food or locating water, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.", :name "Scavenge"}]}, :halfling-heritage {:abilities {:orcpub.dnd.e5.character/cha 1}, :key :halfling-heritage, :name "Halfling Heritage", :option-pack "Kobold Press", :props {:language {:halfling true}}, :race :darakhul, :speed 25, :traits []}, :worker {:key :worker, :name "Worker", :option-pack "Kobold Press", :props {:skill-prof {:perception false, :stealth false}}, :race :tosculi-hiveless-, :traits [{:description "Your AC can't be less that 11 + your Dex modifier no matter what armor you're wearing.", :name "Natural Armor"} {:description "You take no damage from falls. You gain a fly speed of 40 feet but cannot hover. At the end of any round you fly, you must have descended at least one-quarter the distance you traveled or you fall. ", :name "Gliding Wings"} {:description "You can make a bite attack as an unarmed strike that deals 1d6 slashing damage. On a successful hit with a bite, you may attempt to grapple the target as a bonus action. At 11th level, your bite damage increases to 2d6.", :name "Bite"}]}}}, "XGtE Subclasses (LunaMoonbringer#2094)" {:orcpub.dnd.e5/subclasses {:war-magic {:class :wizard, :key :war-magic, :level-modifiers [], :name "War Magic", :option-pack "XGE Subclasses", :traits [{:description "At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.", :level 2, :name "Arcane Deflection"} {:description "Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.", :level 2, :name "Tactical Wit"} {:description "Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.", :level 6, :name "Power Surge"} {:description "Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.", :level 10, :name "Durable Magic"} {:description "At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.", :level 14, :name "Deflecting Shroud"}]}, :way-of-the-drunken-master {:class :monk, :key :way-of-the-drunken-master, :level-modifiers [{:type :skill-prof, :value :performance}], :name "Way of the Drunken Master", :option-pack "XGE Subclasses", :traits [{:description "When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.", :level 3, :name "Bonus Proficiencies"} {:description "At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.", :level 3, :name "Drunken Technique"} {:description "Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. \nLeap to Your Feet: When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.\nRedirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.", :level 6, :name "Tipsy Sway"} {:description "Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.", :level 11, :name "Drunkard's Luck"} {:description "At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.", :level 17, :name "Intoxicated Frenzy"}]}, :path-of-the-storm-herald {:class :barbarian, :key :path-of-the-storm-herald, :level-modifiers [], :name "Path of the Storm Herald", :option-pack "XGE Subclasses", :traits [{:description "Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\nDesert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.\nSea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.\nTundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. ", :level 3, :name "Storm Aura"} {:description "At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.\nDesert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.\nSea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.\nTundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube. ", :level 6, :name "Storm Soul"} {:description "At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura. ", :level 10, :name "Shielding Storm"} {:description "At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.\nDesert: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.\nSea: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.\nTundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it. ", :level 14, :name "Raging Storm"}]}, :the-hexblade {:class :warlock, :key :the-hexblade, :level-modifiers [{:type :armor-prof, :value :medium} {:type :weapon-prof, :value :martial} {:type :armor-prof, :value :shields}], :name "The Hexblade", :option-pack "XGE Subclasses", :traits [{:description "Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:\n You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.\n Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.\n If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).\nYou can’t use this feature again until you finish a short or long rest. ", :name "Hexblade's curse"} {:description "Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.", :level 6, :name "Accursed Specter"} {:description "At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.", :level 10, :name "Armor of Hexes"} {:description "Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.", :level 14, :name "Master of Hexes"} {:description "At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. ", :name "Hex Warrior"}], :warlock-spells {1 {0 :shield, 1 :wrathful-smite}, 2 {0 :blur, 1 :branding-smite}, 3 {0 :blink, 1 :elemental-weapon}, 4 {0 :phantasmal-killer, 1 :staggering-smite}, 5 {0 :banishing-smite, 1 :cone-of-cold}}}, :gloom-stalker {:class :ranger, :key :gloom-stalker, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :disguise-self, :level 1}} {:level 5, :type :spell, :value {:ability :wis, :key :rope-trick, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :fear, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :greater-invisibility, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :seeming, :level 5}}], :name "Gloom Stalker", :option-pack "XGE Subclasses", :traits [{:description "At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.", :level 3, :name "Dread Ambusher"} {:description "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.", :level 3, :name "Umbral Sight"} {:description "By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).", :level 7, :name "Iron Mind"} {:description "At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.", :level 11, :name "Stalker's Flurry"} {:description "Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.", :level 15, :name "Shadowy Dodge"}]}, :horizon-walker {:class :ranger, :key :horizon-walker, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :protection-from-evil-and-good, :level 1}} {:level 5, :type :spell, :value {:ability :wis, :key :misty-step, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :haste, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :banishment, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :teleportation-circle, :level 5}}], :name "Horizon Walker", :option-pack "XGE Subclasses", :traits [{:description "At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can’t use it again until you finish a short or long rest. See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.", :level 3, :name "Detect Portal"} {:description "At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.", :level 3, :name "Planar Warrior"} {:description "At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.", :level 7, :name "Ethereal Step"} {:description "At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. ", :level 11, :name "Distant Strike"} {:description "At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.", :level 15, :name "Spectral Defense"}]}, :storm-sorcery {:class :sorcerer, :key :storm-sorcery, :level-modifiers [], :name "Storm Sorcery", :option-pack "XGE Subclasses", :traits [{:description "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.", :name "Wind Speaker"} {:description "Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. ", :name "Tempestuous Magic"} {:description "At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.", :level 6, :name "Heart of the Storm"} {:description "Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.", :level 14, :name "Storm's Fury"} {:description "At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.", :level 18, :name "Wind Soul"} {:description "At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.", :level 6, :name "Storm Guide"}]}, :circle-of-the-shepherd {:class :druid, :key :circle-of-the-shepherd, :level-modifiers [], :name "Circle of the Shepherd", :option-pack "XGE Subclasses", :traits [{:description "Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of the spirit’s aura depends on the type of spirit you summon from the options below.\nBear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.\nHawk Spirit: The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.\nUnicorn Spirit: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. ", :level 2, :name "Spirit Totem"} {:description "Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: \n The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.\n The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. ", :level 6, :name "Mighty Summoner"} {:description "Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. ", :level 10, :name "Guardian Spirit"} {:description "Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can’t use it again until you finish a long rest. ", :level 14, :name "Faithful Summons"} {:description "At 2nd level, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. ", :level 2, :name "Speech of the Woods"}]}, :inquisitive {:class :rogue, :key :inquisitive, :level-modifiers [], :name "Inquisitive", :option-pack "XGE Subclasses", :traits [{:description "When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.", :level 3, :name "Ear for Deceit"} {:description "Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.", :level 3, :name "Eye for Detail"} {:description "At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.", :level 3, :name "Insightful Fighting"} {:description "Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.", :level 9, :name "Steady Eye"} {:description "Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.", :level 13, :name "Unerring Eye"} {:description "At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.", :level 17, :name "Eye for Weakness"}]}, :circle-of-dreams {:class :druid, :key :circle-of-dreams, :level-modifiers [], :name "Circle of Dreams", :option-pack "XGE Subclasses", :traits [{:description "At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain all expended dice when you finish a long rest. ", :level 2, :name "Balm of the Summer Court"} {:description "At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere. ", :level 6, :name "Hearth of Moonlight and Shadow"} {:description "Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. ", :level 10, :name "Hidden Paths"} {:description "At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted. Once you use this feature, you can’t use it again until you finish a long rest. ", :level 14, :name "Walker in Dreams"}]}, :path-of-the-ancestral-guardian {:class :barbarian, :key :path-of-the-ancestral-guardian, :level-modifiers [], :name "Path of the Ancestral Guardian", :option-pack "XGE Subclasses", :traits [{:description "Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends. ", :level 3, :name "Ancestral Protectors"} {:description "Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level. ", :level 6, :name "Spirit Shield"} {:description "At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest. ", :level 10, :name "Consult the Spirits"} {:description "At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents. ", :level 14, :name "Vengeful Ancestors"}]}, :college-of-swords {:class :bard, :key :college-of-swords, :level-modifiers [{:level 3, :type :armor-prof, :value :medium} {:level 3, :type :weapon-prof, :value :scimitar}], :name "College of Swords", :option-pack "XGE Subclasses", :traits [{:description "At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.\nDueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\nTwo-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ", :level 3, :name "Fighting Style"} {:description "At 3rd level, you learn to perform impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die. \nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.", :level 3, :name "Blade Flourish"} {:description "Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ", :level 6, :name "Extra Attack"} {:description "Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die. ", :level 14, :name "Master's Flourish"} {:description "When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells. ", :level 3, :name "Bonus Proficiencies"}]}, :oath-of-conquest {:class :paladin, :key :oath-of-conquest, :level-modifiers [{:level 3, :type :spell, :value {:ability :cha, :key :armor-of-agathys, :level 1}} {:level 3, :type :spell, :value {:ability :cha, :key :command, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :hold-person, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :spiritual-weapon, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :bestow-curse, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :fear, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :stoneskin, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :dominate-beast, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :cloudkill, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :dominate-person, :level 5}}], :name "Oath of Conquest", :option-pack "XGE Subclasses", :traits [{:description "When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.\nConquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.\nGuided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. ", :level 3, :name "Channel Divinity"} {:description "Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Conquest"} {:description "Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.", :level 15, :name "Scornful Rebuke"} {:description "At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:\n You have resistance to all damage.\n When you take the Attack action on your turn, you can make one additional attack as part of that action.\n Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.\nOnce you use this feature, you can’t use it again until you finish a long rest. ", :level 20, :name "Invincible Conquerer"}]}, :divine-soul {:class :sorcerer, :key :divine-soul, :level-modifiers [], :name "Divine Soul", :option-pack "XGE Subclasses", :traits [{:description "Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.\nGood: cure wounds\nEvil: inflict wounds\nLaw: bless\nChaos: bane\nNeutrality: protection from evil and good ", :name "Divine Magic"} {:description "Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.", :name "Favored by the Gods"} {:description "Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.", :level 6, :name "Empowered Healing"} {:description "Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action. The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.", :level 14, :name "Otherworldly Wings"} {:description "At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.", :level 18, :name "Unearthly Recovery"}]}, :monster-slayer {:class :ranger, :key :monster-slayer, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :protection-from-evil-and-good, :level 1}} {:level 5, :type :spell, :value {:ability :wis, :key :zone-of-truth, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :magic-circle, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :banishment, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :hold-monster, :level 5}}], :name "Monster Slayer", :option-pack "XGE Subclasses", :traits [{:description "At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.", :level 3, :name "Hunter's Sense"} {:description "Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.", :level 3, :name "Slayer's Prey"} {:description "At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.", :level 7, :name "Supernatural Defense"} {:description "At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can’t use it again until you finish a short or long rest.", :level 11, :name "Magic-User's Nemesis"} {:description "At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.", :level 15, :name "Slayer's Counter"}]}, :way-of-the-sun-soul {:class :monk, :key :way-of-the-sun-soul, :level-modifiers [], :name "Way of the Sun Soul", :option-pack "XGE Subclasses", :traits [{:description "Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.", :level 3, :name "Radiant Sun Bolt"} {:description "At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action. You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.", :level 6, :name "Searing Arc Strike"} {:description "At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.", :level 11, :name "Searing Sunburst"} {:description "At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. ", :level 17, :name "Sun Shield"}]}, :oath-of-redemption {:class :paladin, :key :oath-of-redemption, :level-modifiers [{:level 3, :type :spell, :value {:ability :cha, :key :sanctuary, :level 1}} {:level 3, :type :spell, :value {:ability :cha, :key :sleep, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :hold-person, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :calm-emotions, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :counterspell, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :hypnotic-pattern, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :otilukes-resilient-sphere, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :stoneskin, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :hold-monster, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :wall-of-force, :level 5}}], :name "Oath of Redemption", :option-pack "XGE Subclasses", :traits [{:description "When you take this oath at 3rd level, you gain the following two Channel Divinity options. \nEmissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.\nRebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.", :level 3, :name "Channel Divinity"} {:description "Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of the Guardian"} {:description "Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.", :level 15, :name "Protective Spirit"} {:description "At 20th level, you become an avatar of peace, which gives you two benefits:\n You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).\n Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.\nIf you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. ", :level 20, :name "Invincible Conquerer"}]}, :mastermind {:class :rogue, :key :mastermind, :level-modifiers [], :name "Mastermind", :option-pack "XGE Subclasses", :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.", :level 3, :name "Master of Intrigue"} {:description "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you. ", :level 3, :name "Master of Tactics"} {:description "Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\n Intelligence score\n Wisdom score\n Charisma score\n Class levels (if any)\nAt the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any", :level 9, :name "Insightful Manipulator"} {:description "Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.", :level 13, :name "Misdirection"} {:description "Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.", :level 17, :name "Soul of Deceit"}]}, :scout {:class :rogue, :key :scout, :level-modifiers [], :name "Scout", :option-pack "XGE Subclasses", :traits [{:description "Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. ", :level 3, :name "Skirmisher"} {:description "When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.", :level 3, :name "Survivalist"} {:description "At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.", :level 9, :name "Superior Mobility"} {:description "Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.", :level 13, :name "Ambush Master"} {:description "Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.", :level 17, :name "Sudden Strike"}]}, :grave-domain {:class :cleric, :cleric-spells {1 {0 :bane, 1 :false-life}, 2 {0 :gentle-repose, 1 :ray-of-enfeeblement}, 3 {0 :revivify, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell, 1 :raise-dead}}, :key :grave-domain, :level-modifiers [{:type :spell, :value {:ability :wis, :key :spare-the-dying}}], :name "Grave Domain", :option-pack "XGE Subclasses", :traits [{:description "At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. ", :name "Circle of Mortality"} {:description "At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. ", :name "Eyes of the Grave"} {:description "Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends. ", :level 2, :name "Channel Divinity: Path to the Grave"} {:description "At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. ", :level 6, :name "Sentinel at Death's Door"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. ", :level 17, :name "Keeper of Souls"}]}, :swashbuckler {:class :rogue, :key :swashbuckler, :level-modifiers [], :name "Swashbuckler", :option-pack "XGE Subclasses", :traits [{:description "When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. ", :level 3, :name "Fancy Footwork"} {:description "Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.", :level 3, :name "Rakish Audacity"} {:description "At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.", :level 9, :name "Panache"} {:description "Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.", :level 13, :name "Elegant Maneuver"} {:description "Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.", :level 17, :name "Master Duelist"}]}, :path-of-the-zealot {:class :barbarian, :key :path-of-the-zealot, :level-modifiers [], :name "Path of the Zealot", :option-pack "XGE Subclasses", :traits [{:description "Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. ", :level 3, :name "Divine Fury"} {:description "At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you. ", :level 3, :name "Warrior of the Gods"} {:description "Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage. ", :level 6, :name "Fanatical Focus"} {:description "At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest. ", :level 10, :name "Zealous Presence"} {:description "Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points. ", :level 14, :name "Rage Beyond Death"}]}, :arcane-archer {:class :fighter, :key :arcane-archer, :level-modifiers [], :name "Arcane Archer", :option-pack "XGE Subclasses", :traits [{:description "At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip. ", :level 3, :name "Arcane Archer Lore"} {:description "At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options”). Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.", :level 3, :name "Arcane Shot"} {:description "At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. ", :level 7, :name "Magic Arrow"} {:description "At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. ", :level 7, :name "Curving Shot"} {:description "Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it. ", :level 15, :name "Ever-Ready Shot"}]}, :shadow-magic {:class :sorcerer, :key :shadow-magic, :level-modifiers [], :name "Shadow Magic", :option-pack "XGE Subclasses", :traits [{:description "Starting at 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.", :name "Eyes of the Dark"} {:description "Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can’t use this feature again until you finish a long rest.", :name "Strength of the Grave"} {:description "At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes: \n The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.\n It appears with a number of temporary hit points equal to half your sorcerer level.\n It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.\n At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.\nThe hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.", :level 6, :name "Hound of Ill Omen"} {:description "At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.", :level 14, :name "Shadow Walk"} {:description "Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.", :level 18, :name "Umbral Form"}]}, :forge-domain {:class :cleric, :cleric-spells {1 {0 :identify, 1 :searing-smite}, 2 {0 :heat-metal, 1 :magic-weapon}, 3 {0 :elemental-weapon, 1 :protection-from-energy}, 4 {0 :fabricate, 1 :wall-of-fire}, 5 {0 :animate-objects, 1 :creation}}, :key :forge-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Forge Domain", :option-pack "XGE Subclasses", :traits [{:description "When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.", :name "Bonus Proficiencies"} {:description "At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.", :name "Blessing of the Forge"} {:description "Starting at 2nd level, you can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. \nThe thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.", :level 2, :name "Channel Divinity: Artisan's Blessing"} {:description "Starting at 6th level, your mastery of the forge grants you special abilities:\n You gain resistance to fire damage.\n While wearing heavy armor, you gain a +1 bonus to AC. ", :level 6, :name "Soul of the Forge"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. ", :level 8, :name "Divine Strike"} {:description "At 17th level, your blessed affinity with fire and metal becomes more powerful:\n You gain immunity to fire damage.\n While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. ", :level 17, :name "Saint of Forge and Fire"}]}, :college-of-glamour {:class :bard, :key :college-of-glamour, :level-modifiers [], :name "College of Glamour", :option-pack "XGE Subclasses", :traits [{:description "When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. ", :level 3, :name "Mantle of Inspiration"} {:description "Starting at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest. ", :level 3, :name "Enthralling Performance"} {:description "At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. Once you use this feature, you can’t use it again until you finish a long rest. ", :level 6, :name "Mantle of Majesty"} {:description "At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.", :level 14, :name "Unbreakable Majesty"}]}, :cavalier {:class :fighter, :key :cavalier, :level-modifiers [], :name "Cavalier", :option-pack "XGE Subclasses", :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. ", :level 3, :name "Bonus Proficiency"} {:description "Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.", :level 3, :name "Born to the Saddle"} {:description "Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.", :level 3, :name "Unwavering Mark"} {:description "At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. ", :level 7, :name "Warding Maneuver"} {:description "At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.", :level 10, :name "Hold the Line"} {:description "Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.", :level 15, :name "Ferocious Charger"} {:description "Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.", :level 18, :name "Vigilant Defender"}]}, :way-of-the-kensei {:class :monk, :key :way-of-the-kensei, :level-modifiers [{:type :skill-prof, :value :performance}], :name "Way of the Kensei", :option-pack "XGE Subclasses", :traits [{:description "When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.\nKensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.\nAgile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.\nKensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.\nWay of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.", :level 3, :name "Path of the Kensei"} {:description "At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.\nMagic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\nDeft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.", :level 6, :name "One with the Blade"} {:description "At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. ", :level 11, :name "Sharpen the Blade"} {:description "At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.", :level 17, :name "Unerring Accuracy"}]}, :college-of-whispers {:class :bard, :key :college-of-whispers, :level-modifiers [], :name "College of Whispers", :option-pack "XGE Subclasses", :traits [{:description "When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. ", :level 3, :name "Psychic Blades"} {:description "At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short or long rest. ", :level 3, :name "Words of Terror"} {:description "At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. \nWhile you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest. ", :level 6, :name "Mantle of Whispers"} {:description "At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.\nThe charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest. ", :level 14, :name "Shadow Lore"}]}, :samurai {:class :fighter, :key :samurai, :level-modifiers [], :name "Samurai", :option-pack "XGE Subclasses", :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. ", :level 3, :name "Bonus Proficiency"} {:description "Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest.", :level 3, :name "Fighting Spirit"} {:description "Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).", :level 7, :name "Elegant Courtier"} {:description "Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.", :level 10, :name "Tireless Spirit"} {:description "Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn. ", :level 15, :name "Rapid Strike"} {:description "Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest. ", :level 18, :name "Strength Before Death"}]}, :the-celestial {:class :warlock, :key :the-celestial, :level-modifiers [{:type :spell, :value {:ability :cha, :key :light}} {:type :spell, :value {:ability :cha, :key :sacred-flame}}], :name "The Celestial", :option-pack "XGE Subclasses", :traits [{:description "At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest. ", :name "Healing Light"} {:description "Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.", :level 6, :name "Radiant Soul"} {:description "Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.", :level 10, :name "Celestial Resilience"} {:description "Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn. Once you use this feature, you can’t use it again until you finish a long rest.", :level 14, :name "Searing Vengeance"}], :warlock-spells {1 {0 :cure-wounds, 1 :guiding-bolt}, 2 {0 :flaming-sphere, 1 :lesser-restoration}, 3 {0 :daylight, 1 :revivify}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :greater-restoration}}}}}, "KP - Deep Magic 05 - Ley Lines - (NineArtsDragon#3773)" {:orcpub.dnd.e5/feats {:ley-bound {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "• You have advantage on Wisdom (Survival) checks made to track a creature overland or to forage for food and water.\n• When you finish a long rest within 1 mile of a ley line, you gain inspiration. If unused, this inspiration fades away after your next long rest.\n• When you finish a long rest within 1 mile of a ley line, you can infuse ley energy into a token in your possession. If you make a saving throw while you have the infused token in your possession, you can use your reaction to roll a d4 and add the result to your saving throw. You can trigger this ability after rolling the d20 but before success or failure is revealed. You can’t use this ability again until you finish a long rest.", :key :ley-bound, :name "Ley-Bound", :option-pack "KPDM 5 - Ley Lines", :prereqs #{}}, :ley-initiate-intelligence- {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/str}, :description "• You can sense the presence of every ley line within 1 mile of your location. If you have line of sight to the line itself, it’s visible to you in some obviously magical fashion.\n• You can tap ley lines for their inherent powers.\n• When you finish a short rest within 1 mile of a ley line, you can regain one expended spell slot whose level is no higher than your Intelligence or Wisdom modifier (your choice, minimum of 1st level). You can’t use this ability again until you finish a long rest.", :key :ley-initiate-intelligence-, :name "Ley Initiate (Intelligence)", :option-pack "KPDM 5 - Ley Lines", :prereqs #{:orcpub.dnd.e5.character/int}}, :ley-initiate-wisdom- {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/str}, :description "• You can sense the presence of every ley line within 1 mile of your location. If you have line of sight to the line itself, it’s visible to you in some obviously magical fashion.\n• You can tap ley lines for their inherent powers.\n• When you finish a short rest within 1 mile of a ley line, you can regain one expended spell slot whose level is no higher than your Intelligence or Wisdom modifier (your choice, minimum of 1st level). You can’t use this ability again until you finish a long rest.", :key :ley-initiate-wisdom-, :name "Ley Initiate (Wisdom)", :option-pack "KPDM 5 - Ley Lines", :prereqs #{:orcpub.dnd.e5.character/wis}}}, :orcpub.dnd.e5/spells {:land-bond-ley-line- {:description "You touch a willing creature and infuse it with\nley energy, creating a bond between the creature\nand the land. For the duration of the spell, if the\ntarget is in contact with the ground, the target has\nadvantage on saving throws and ability checks made\nto avoid being moved or knocked prone against its\nwill. Additionally, the creature ignores nonmagical\ndifficult terrain and is immune to effects from\nextreme environments such as heat, cold (but not\ncold or fire damage), and altitude.", :key :land-bond-ley-line-, :school "transmutation", :name "Land Bond (Ley Line)", :duration "1 hour", :level 1, :option-pack "KPDM 5 - Ley Lines", :components {:material true, :material-component "soil taken from a ley-influenced area", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :ley-surge-ley-line- {:description "You unleash the power of a ley line within 5 miles,\nreleasing a spark that flares into a 30-foot sphere\ncentered around a point within 150 feet of you. Each\ncreature in the sphere takes 14d6 force damage and\nis stunned for 1 minute; a successful Constitution\nsaving throw halves the damage and negates the stun.\nA stunned creature repeats the saving throw at the\nend of its turn, ending the effect on itself on a success.\n\nSpecial. A geomancer with a bound ley line can cast\nthis spell as long as he or she is on the same plane as\nthe bound line.", :key :ley-surge-ley-line-, :school "evocation", :name "Ley Surge (Ley Line)", :duration "Instantaneous", :level 9, :option-pack "KPDM 5 - Ley Lines", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "150 feet"}, :amplify-ley-field-ley-line- {:description "You create a faintly shimmering field of charged\nenergy around yourself. Within that area, the intensity\nof ley lines you’re able to draw on increases from weak\nto strong, or from strong to titanic.\nIf no ley lines are near enough for you to draw on,\nyou can treat the area of the spell itself as an unlocked,\nweak ley line.", :key :amplify-ley-field-ley-line-, :school "evocation", :name "Amplify Ley Field (Ley Line)", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "KPDM 5 - Ley Lines", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (10-ft radius sphere)"}, :ley-energy-bolt-ley-line- {:description "You transform ambient ley power into a crackling bolt\nof energy 100 feet long and 5 feet wide. Each creature\nin the line takes 5d8 force damage, or half damage\nwith a successful Dexterity saving throw.\nThe bolt passes through the first inanimate object in\nits path, and creatures on the other side of the obstacle\nreceive no bonus to their saving throw from cover. The\nbolt stops if it strikes a second object.\n\nAt Higher Levels. When you cast this spell using a spell\nslot of 4th level or higher, the bolt’s damage increases\nby 1d8 for each slot level above 3rd.", :key :ley-energy-bolt-ley-line-, :school "evocation", :name "Ley Energy Bolt (Ley Line)", :duration "Instantaneous", :level 3, :option-pack "KPDM 5 - Ley Lines", :components {:material true, :material-component "a ley-infused pebble", :somatic true, :verbal false}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (100-foot line)"}, :volley-shield-ley-line- {:description "You touch a willing creature and create a shimmering\nshield of ley energy to protect it. The shield grants the\ntarget a +5 AC bonus and gives it resistance against\nnonmagical bludgeoning, piercing, and slashing\ndamage for the duration.\n\nIn addition, the shield can reflect hostile spells back\nat their casters. When the target makes a successful\nsaving throw against a hostile spell, the caster of the\nspell immediately becomes its new target. The caster\nis entitled to the appropriate saving throw against the\nreturned spell, if any, and suffers all effects the spell\nnormally causes.", :key :volley-shield-ley-line-, :school "abjuration", :name "Volley Shield (Ley Line)", :duration "Concentration, up to 1 minute", :level 7, :option-pack "KPDM 5 - Ley Lines", :components {:material false, :material-component "", :somatic true, :verbal false}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :ray-of-life-suppression-ley-line- {:description "You launch a swirling ray of disruptive ley energy at a\ncreature within range. Make a ranged spell attack. On\na hit, the creature takes 6d8 necrotic damage and its\nmaximum hit points are reduced by an equal amount.\nThis reduction lasts until the creature finishes a short\nor long rest, or benefits from a greater restoration spell\nor comparable magic.\nThis spell has no effect on constructs or undead.", :key :ray-of-life-suppression-ley-line-, :school "necromancy", :name "Ray of Life Suppression (Ley Line)", :duration "Instantaneous", :level 4, :option-pack "KPDM 5 - Ley Lines", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :greater-ley-pulse-ley-line- {:description "You set up ley energy vibrations in a 20-foot cube\nwithin range, and name one type of damage. Each\ncreature in the area must succeed on a Wisdom saving\nthrow or lose immunity to the chosen damage type\nfor the duration.\nAt Higher Levels. When you cast this spell using a\n9th-level spell slot, choose two damage types instead\nof one.", :key :greater-ley-pulse-ley-line-, :school "transmutation", :name "Greater Ley Pulse (Ley Line)", :duration "Concentration, up to 1 minute", :level 7, :option-pack "KPDM 5 - Ley Lines", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :ley-disruption-ley-line- {:description "You create a 15-foot-radius sphere filled with\ndisruptive ley energy. The sphere is centered around\na point you can see within range. Surfaces inside the\nsphere shift erratically, becoming difficult terrain for\nthe duration. Any creature that starts its turn in the\narea or enters the area for the first time on a turn must\nsucceed on a Strength saving throw or fall prone. If\nyou cast this spell in an area within the influence of a\nley line, creatures have disadvantage on their saving\nthrows against its effect.\n\nSpecial. A geomancer with a bound ley line is\n“within the influence of a ley line” for purposes of ley\ndisruption as long as he or she is on the same plane as\nthe bound line.", :key :ley-disruption-ley-line-, :school "transmutation", :name "Ley Disruption (Ley Line)", :duration "Concentration, up to 1 minute", :level 5, :option-pack "KPDM 5 - Ley Lines", :components {:material true, :material-component "a chip of broken crystal infused with ley energy", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "50 feet"}, :ley-sense-ley-line- {:description "You tune your senses to the pulse of ambient ley\nenergy flowing through the world. For the duration,\nyou gain tremorsense with a range of 20 feet and you\nare instantly aware of the presence of any ley line\nwithin 5 miles. You know the distance and direction to\nevery ley line within that range.", :key :ley-sense-ley-line-, :school "divination", :name "Ley Sense (Ley Line)", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "KPDM 5 - Ley Lines", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :ley-whip-ley-line- {:description "You channel the power of a ley line within 1 mile into\na crackling tendril of multicolored ley energy. The\ntendril extends from your hand but doesn’t interfere\nwith your ability to hold or manipulate objects. When\nyou cast the spell and as a bonus action on subsequent\nturns, you can direct the tendril to strike a target\nwithin 50 feet of you. Make a melee spell attack; on a\nhit, the tendril does 3d8 force damage and the target\nmust make a Strength saving throw. If the saving\nthrow fails, you can push the target away or pull it\ncloser, up to 10 feet in either direction.\n\nSpecial. A geomancer with a bound ley line can cast\nthis spell as long as he or she is on the same plane as\nthe bound line.", :key :ley-whip-ley-line-, :school "evocation", :name "Ley Whip (Ley Line)", :duration "1 minute", :level 6, :option-pack "KPDM 5 - Ley Lines", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :ley-leech-ley-line- {:description "You channel destructive ley energy through your\ntouch. Make a melee spell attack against a creature\nwithin your reach. The target takes 8d10 necrotic\ndamage and must succeed on a Constitution saving\nthrow or have disadvantage on attack rolls, saving\nthrows, and ability checks. An affected creature\nrepeats the saving throw at the end of its turn, ending\nthe effect on itself with a success.\nThis spell has no effect against constructs or undead.\n\nAt Higher Levels. When you cast this spell using a spell\nslot of 6th level or higher, the spell’s damage increases\nby 1d10 for each slot level above 5th.", :key :ley-leech-ley-line-, :school "necromancy", :name "Ley Leech (Ley Line)", :duration "Instantaneous", :level 5, :option-pack "KPDM 5 - Ley Lines", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :disruptive-aura-ley-line- {:description "Warping, prismatic auras surround and outline each\ncreature inside a 10-foot cube within range. The auras\nshed dim light to 10 feet, and the outlines reveal\nhidden and invisible creatures. If an affected creature\ncasts a spell or activates a magic item, it must make a\nWisdom saving throw. On a success, the spell or magic\nitem functions normally. On a failure, the magic effect\nis suppressed for the duration of the aura. Time spent\nsuppressed counts fully against the duration of the\nspell or magic item effect.\nAt Higher Levels. When you cast this spell using a spell\nslot of 9th level, the size of the cube increases to 20\nfeet per side.", :key :disruptive-aura-ley-line-, :school "evocation", :name "Disruptive Aura (Ley Line)", :duration "Concentration, up to 1 minute", :level 8, :option-pack "KPDM 5 - Ley Lines", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "150 feet"}, :lesser-ley-pulse-ley-line- {:description "You set up ley energy vibrations in a 10-foot cube\nwithin range, and name one type of damage. Each\ncreature in the area must make a successful Wisdom\nsaving throw or lose resistance to the chosen damage\ntype for the duration of the spell.\n\nAt Higher Levels. When you cast this spell using a\n7th-level spell slot, choose two damage types instead\nof one.", :key :lesser-ley-pulse-ley-line-, :school "transmutation", :name "Lesser Ley Pulse (Ley Line)", :duration "Concentration, up to 1 minute", :level 5, :option-pack "KPDM 5 - Ley Lines", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :energy-absorption-ley-line- {:description "For the duration, a willing creature you touch has\nresistance to acid, cold, fire, force, lightning, and\nthunder damage.\nIf the spell is used against an unwilling creature,\nyou must make a melee spell attack with a range of 5\nfeet. If it hits, then for the duration of the spell, the\naffected creature must make a saving throw with\nits spellcasting ability whenever it casts a spell that\ncauses one of the listed damage types. If the saving\nthrow fails, the spell fails and its slot is wasted; if the\nsaving throw succeeds, the spell is cast but its damage\nis halved before applying the effects of saving throws,\nresistance, etc.", :key :energy-absorption-ley-line-, :school "abjuration", :name "Energy Absorption (Ley Line)", :duration "Concentration, up to 1 minute", :level 5, :option-pack "KPDM 5 - Ley Lines", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :ley-storm-ley-line- {:description "A roiling stormcloud of ley energy forms, centered\naround a point you can see and extending horizontally\nto a radius of 360 feet, with a thickness of 30 feet.\nShifting color shoots through the writhing cloud,\nand thunder roars out of it. Each creature under the\ncloud at the moment when it’s created (no more than\n5,000 feet beneath it) takes 2d6 thunder damage and\nis deafened for 5 minutes; a successful Constitution\nsaving throw negates both effects.\nEach round you maintain concentration on this\nspell, the storm produces additional effects on your\nturn.\n\nRound 2. Ley-infused pebbles rain from the cloud,\ncausing 1d6 bludgeoning damage to everything\nbeneath it (no saving throw).\n\nRound 3. Up to six bolts of ley energy leap from\nthe cloud to strike creatures or objects of your\nchoice beneath the cloud. No creature or object\ncan be struck by more than one bolt. A creature\nstruck takes 8d8 force damage, or half damage\nwith a successful Dexterity saving throw.\n\nRound 4. A burst of prismatic light fills a 20-foot\nsphere centered on a point beneath the cloud. All\ncreatures in the sphere are affected as if targeted\nby a disruptive aura spell.\n\nRounds 5-10. Flashes of multicolored light burst\nthrough and out of the cloud, causing creatures\nto have disadvantage on Wisdom (Perception)\nchecks that rely on sight while they are beneath\nthe cloud. In addition, each round, you trigger a\nburst of energy that fills a 20-foot sphere centered\non a point you can see beneath the cloud. Each\ncreature in the sphere takes 4d8 force damage (no\nsaving throw).\n\nSpecial. A geomancer who casts this spell regains\n4d10 hit points.\n", :key :ley-storm-ley-line-, :school "conjuration", :name "Ley Storm (Ley Line)", :duration "Concentration, up to 1 minute", :level 9, :option-pack "KPDM 5 - Ley Lines", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Sight"}}, :orcpub.dnd.e5/subclasses {:geomancy {:class :wizard, :key :geomancy, :level-modifiers [], :name "Geomancy", :option-pack "KPDM 5 - Ley Lines", :traits [{:description "The gold and time you must spend to copy a ley line spell into your spellbook is halved. When you gain a level, one of the two spells you learn can be a ley line magic spell, even if you've never encountered it before. As an action, you can discern the intensity of the nearest ley line and the direction and distance to it.", :level 2, :name "Ley Line Savant"} {:description "You know how to tap into ley lines, as described on pg.5 of the source document. Additionally, when you finish a rest within 1 mile of a weak ley line, you can bind yourself to it. You can only bind yourself to one ley line at a time. You can channel the ley line's power into your spellcasting as long as you are on the same plane. You can use this feature a number of times = you Intelligence modifier per long rest.", :level 2, :name "Channel Ley Line"} {:description "https://rpg.rem.uz/Dungeons%20%26%20Dragons/3rd%20Party/5th%20Edition/Kobold%20Press/Deep%20Magic%205%20Ley%20Lines.pdf", :level 2, :name "Source Document"} {:description "When you augment your magic with a ley line, you can reroll the effect of an unlocked ley line or the result of a backlash. You must use the rerolled result. After rerolling, you can't use a reaction until the end of your next turn.", :level 6, :name "Ley Line Manipulation"} {:description "You can bind yourself to weak, strong, and titanic ley lines, and you have advantage on the ability check to tap the ley line. As an action, you can lock or unlock a ley line within 30 ft of you. When you lock a ley line, choose one of its effects; the ley line will always have that effect for you while it remains locked. Once you use this feature, you can't do so for a number of long rests: once for weak ley lines, two for strong, and three for titanic.", :level 14, :name "Ley Line Mastery"} {:description "You can bind yourself to weak or strong ley lines. In addition, you add your proficiency bonus to the ability check when tapping a ley line for power.", :level 10, :name "Ley Line Adept"}]}}}, "D&D 5e Edition" {:orcpub.dnd.e5/spells {:protection-from-evil-and-good {:description "Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.\nThe protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.", :key :protection-from-evil-and-good, :school "abjuration", :name "Protection from Evil and good", :duration "Up to 10 Minutes, concentration", :level 1, :option-pack "D&D 5e Edition", :components {:verbal true, :somatic true, :material true, :material-component "(Holy water or powdered silver and iron, which the spell consumes)"}, :casting-time "1 Action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}}}, "XGtE Feats (Finalplayer14#8133)" {:orcpub.dnd.e5/feats {:orcish-fury {:ability-increases #{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Prerequisite: Half-orc\n\nWhen you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.\nImmediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.", :key :orcish-fury, :name "Orcish Fury", :option-pack "XGE Feats", :prereqs #{}}, :bountiful-luck {:ability-increases #{}, :description "Prerequisite: Halfling\n\nWhen an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.\n\nWhen you use this ability, you can’t use your Lucky racial trait before the end of your next turn.", :key :bountiful-luck, :name "Bountiful Luck", :option-pack "XGE Feats", :prereqs #{}}, :drow-high-magic {:ability-increases #{}, :description "Prerequisite: Elf (drow)\n\nYou learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.", :key :drow-high-magic, :name "Drow High Magic", :option-pack "XGE Feats", :prereqs #{}}, :wood-elf-magic {:ability-increases #{}, :description "Prerequisite: Elf (wood)\n\nYou learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.", :key :wood-elf-magic, :name "Wood Elf Magic", :option-pack "XGE Feats", :prereqs #{}}, :prodigy {:ability-increases #{}, :description "Prerequisite: Half-elf, half-orc, or human\n\nYou gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.\nChoose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.", :key :prodigy, :name "Prodigy", :option-pack "XGE Feats", :prereqs #{}, :props {:language-choice 1, :skill-prof-or-expertise {:religion false, :persuasion false, :investigation false, :acrobatics false, :performance false, :perception false, :sleight-of-hand false, :survival false, :history false, :animal-handling false, :nature false, :deception false, :intimidation false, :arcana false, :athletics false, :insight false, :medicine false, :stealth false}, :skill-tool-choice 2}}, :dragon-fear {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Prerequisite: Dragonborn\n\nInstead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.", :key :dragon-fear, :name "Dragon Fear", :option-pack "XGE Feats", :prereqs #{}}, :second-chance {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/dex}, :description "Prerequisite: Halfling\n\nWhen a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.", :key :second-chance, :name "Second Chance", :option-pack "XGE Feats", :prereqs #{}}, :squat-nimbleness {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "Prerequisite: Dwarf or a Small race\n\nYou gain proficiency in the Acrobatics or Athletics skill (your choice).\nYou have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.", :key :squat-nimbleness, :name "Squat Nimbleness", :option-pack "XGE Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:acrobatics false, :athletics false}, :skill-tool-choice 1, :speed 5}}, :fey-teleportation {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/int}, :description "Prerequisite: Elf (high)\n\nYou learn to speak, read, and write Sylvan. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.", :key :fey-teleportation, :name "Fey Teleportation", :option-pack "XGE Feats", :prereqs #{}, :props {}}, :flames-of-phlegethos {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/int}, :description "Prerequisite: Tiefling\n\nWhen you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\nWhenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.", :key :flames-of-phlegethos, :name "Flames of Phlegethos", :option-pack "XGE Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:investigation false, :medicine false}}}, :infernal-constitution {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "Prerequisite: Tiefling\n\nYou have advantage on saving throws against being poisoned.", :key :infernal-constitution, :name "Infernal Constitution", :option-pack "XGE Feats", :prereqs #{}, :props {:damage-resistance {:cold true, :poison true}}}, :dwarven-fortitude {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "Prerequisite: Dwarf\n\nWhenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).", :key :dwarven-fortitude, :name "Dwarven Fortitude", :option-pack "XGE Feats", :prereqs #{}}, :elven-accuracy {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :description "Prerequisite: Elf or half-elf\n\nWhenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.", :key :elven-accuracy, :name "Elven Accuracy", :option-pack "XGE Feats", :prereqs #{}}, :dragon-hide {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Prerequisite: Dragonborn\n\nWhile you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.\nYou grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.", :key :dragon-hide, :name "Dragon Hide", :option-pack "XGE Feats", :prereqs #{}}, :fade-away {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :description "Prerequisite: Gnome\n\nImmediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.", :key :fade-away, :name "Fade Away", :option-pack "XGE Feats", :prereqs #{}}}}, "UA - Starter Spells (not reprinted) - (Fursplosion#0322)" {:orcpub.dnd.e5/spells {:guiding-hand {:description "You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.", :key :guiding-hand, :school "divination", :name "Guiding Hand", :duration "Concentration, up to 8 hours", :level 1, :option-pack "UA Starter Spells", :components {:somatic true, :verbal true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "5 feet"}, :healing-elixir {:description "You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.\n", :key :healing-elixir, :school "conjuration", :name "Healing Elixir", :duration "24 hours", :level 1, :option-pack "UA Starter Spells", :components {:material true, :material-component "Alchemist's supplies", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :puppet {:description "Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.\n", :key :puppet, :school "enchantment", :name "Puppet", :duration "Instantaneous", :level 1, :option-pack "UA Starter Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "120 feet"}, :sense-emotion {:description "You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.\n", :key :sense-emotion, :school "divination", :name "Sense Emotion", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "UA Starter Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :wild-cunning {:description "You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:\n• If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.\n• If there is edible forage within range, you know it and where to find it.\n• If there is clean drinking water within range, you know it and where to find it.\n• If there is suitable shelter for you and your companions with range, you know it and where to find.\n• Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.\n• Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.\n", :key :wild-cunning, :school "transmutation", :name "Wild Cunning", :duration "Instantaneous", :level 1, :option-pack "UA Starter Spells", :components {:somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :unearthly-chorus {:description "Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.\n", :key :unearthly-chorus, :school "illusion", :name "Unearthly Chorus", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "UA Starter Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot-radius)"}, :sudden-awakening {:description "Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.\n", :key :sudden-awakening, :school "enchantment", :name "Sudden Awakening", :duration "Instantaneous", :level 1, :option-pack "UA Starter Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "10 feet"}, :virtue {:description "You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.\n", :key :virtue, :school "abjuration", :name "Virtue", :duration "1 round", :level 0, :option-pack "UA Starter Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :hand-of-radiance {:description "You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n", :key :hand-of-radiance, :school "evocation", :name "Hand of Radiance", :duration "Instantaneous", :level 0, :option-pack "UA Starter Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (5-foot radius)"}}}, "UA - Druid" {:orcpub.dnd.e5/selections {:circle-of-dreams {:key :circle-of-dreams, :name "Circle of Dreams", :option-pack "UA Druid", :options [{:description "At 2nd level you gain a pool of fey energy (d6s equal to your Druid level)\nAs a bonus action you can choose an ally within 120 ft (that you can see) and spend a number of dice equal to half your druid level, or less.\nRoll the dice, add them together and the target regains HP equal to the total.\nTarget also gains 1 Temporary HP and +5 speed per die used. (The speed increase lasts for 1 minute).\n\nExtended Rest restores used dice.", :name "Balm of Summer Court"} {:description "During short/long rest you can invoke 'Gloaming Court' to ward your campsite from intruders.\nGloaming Court creates a 30 ft radius (60 ft diameter).\nWithing the radius grants you and your allies +5 bonus to Wisdom(Perception) checks to detect creatures.\nAny light from open flames within the circle is not visible from the outside.\nThe effect ends when the rest is finished or you leave the area.", :name "Hearth of Moonlight and Shadow"} {:description "You can use hidden, unpredictable, magical fey pathways to move in a blink.\nOn your turn you can teleport up to 30 feet to a spot you can see. Each foot of teleport costs one foot of your normal movement.\nYou may also teleport a willing ally, by touching them, up to 30 feet to a point you can see.\nOnce you use either option, teleporting yourself or ally, that option cannot be used again for 1d4 rounds.", :name "Hidden Paths"} {:description "Casting a spell with a spell slot that restores HP to you/ally you can simultaneously use dispel magic on that target. Dispel Magic uses a spell slot equal to the slot used to cast the healing spell.\n\nThis feature may be used 3 times, regaining uses after a long rest.\nIf the healing spell is multi-targeted, this feature can work on each target, expending one \"use\" per target.", :name "Purifying Light"}]}}, :orcpub.dnd.e5/subclasses {:circle-of-dreams {:class :druid, :key :circle-of-dreams, :level-modifiers [], :level-selections [], :name "Circle of Dreams", :option-pack "UA Druid", :traits [{:description "At 2nd level you gain a pool of fey energy (d6s equal to your Druid level)\nAs a bonus action you can choose an ally within 120 ft (that you can see) and spend a number of dice equal to half your druid level, or less.\nRoll the dice, add them together and the target regains HP equal to the total.\nTarget also gains 1 Temporary HP and +5 speed per die used. (The speed increase lasts for 1 minute).\n\nExtended Rest restores used dice.", :level 2, :name "Balm of the Summer Court"} {:description "During short/long rest you can invoke 'Gloaming Court' to ward your campsite from intruders.\nGloaming Court creates a 30 ft radius (60 ft diameter).\nWithing the radius grants you and your allies +5 bonus to Wisdom(Perception) checks to detect creatures.\nAny light from open flames within the circle is not visible from the outside.\nThe effect ends when the rest is finished or you leave the area.", :level 6, :name "Hearth of Moonlight and Shadow"} {:description "You can use hidden, unpredictable, magical fey pathways to move in a blink.\nOn your turn you can teleport up to 30 feet to a spot you can see. Each foot of teleport costs one foot of your normal movement.\nYou may also teleport a willing ally, by touching them, up to 30 feet to a point you can see.\nOnce you use either option, teleporting yourself or ally, that option cannot be used again for 1d4 rounds.", :level 10, :name "Hidden Paths"} {:description "Casting a spell with a spell slot that restores HP to you/ally you can simultaneously use dispel magic on that target. Dispel Magic uses a spell slot equal to the slot used to cast the healing spell.\n\nThis feature may be used 3 times, regaining uses after a long rest.\nIf the healing spell is multi-targeted, this feature can work on each target, expending one \"use\" per target.", :level 14, :name "Purifying Light"}]}, :circle-of-the-shepherd {:class :druid, :key :circle-of-the-shepherd, :level-modifiers [], :name "Circle of the Shepherd", :option-pack "UA Druid", :traits [{:description "You can call animal spirits.\nAs a bonus action, you magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you.\n\nThe spirit creates an aura in a 30 foot radius around it, it doesn't occupy its space it is immobile, and it counts as neither a creature nor an object.\nThe nature of the aura depends on the type of spirit you choose to summon. (Found in the UA Druid PDF)\n\nThe spirit persists for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.", :level 2, :name "Spirit Bond"} {:description "You can converse with beasts.\nBeasts understand your speech, and you can decipher their noises and motions into recognizable words and phrases.\n\nMost beasts lack the intelligence convey/understand sophisticated concepts, but a friendly beast could relay what it has seen/heard recently.", :level 2, :name " Beast Speech"} {:description "You an conjure powerful animals. Any beats summoned/created by your spells gains two benefits.\n\n1. HP maximum increases by 2 per Hit Die.\n2. Damage from its natural weapons is considered magical vs overcoming immunity and resistance to nonmagical attacks/damage.", :level 6, :name "Mighty Summoner"} {:description "A have a spirit that watches over you and protects you from harm.\nAfter finishing a long rest you gain the benefits of \"Death Ward\" for 24 hours.", :level 10, :name "Guardian Spirit"} {:description "The spirits you commune with protect you while vulnerable.\nIf reduced to 0 HP or incapacitated against your will, you can immediately gain the benefits of \"conjure animals\" as if cast with a 9th-level spell slot.\n\nIt summons four beasts of your choice of CR 2 or lower. The beasts appear within 20 ft of you. If given no commands, they protect you from harm and attack foes. The spells lasts 1 hour.\nOne use, regained from a long rest.", :level 14, :name "Faithfu Summons"}]}, :circle-of-twilight {:class :druid, :key :circle-of-twilight, :level-modifiers [], :name "Circle of Twilight", :option-pack "UA Druid", :traits [{:description "You can augment your spells to drain life force. You have an energy pool of d10s equal to your druid level.\nWhen you roll damage for a spell, you can increase the damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less.\n* Roll the spent dice and add the total as necrotic damage.\n* If one of more hostiles die from your augmented spell, you or an ally you can see within 30 feet regains 2 HP per die spent to increase damage. **OR** 5 HP per die if at least one slain creature was undead.\n\nA long rest replenishes your pool.", :level 2, :name "Harvest's Scythe"} {:description "You may \"Speak with Dead\" without component and you understand what the target says. It can understand your questions, even without a common language or enough intelligence to speak.\nOne use, regained after a short or long rest.", :level 6, :name "Speech Beyond the Grave"} {:description "You gain Necrotic and Radiant damage resistance.\nAlso, while NOT incapacitated, any ally within 30 feet has advantage on death saving throws.", :level 10, :name "Watcher at the Threshold"} {:description "You can cast 'Etherealness', once.\nRegained after a short/long rest.", :level 14, :name "Paths of the Dead"}]}}}, "Homebrew" {:orcpub.dnd.e5/subraces {:dark {:key :dark, :race :genasi, :name "Dark", :darkvision 60, :spells [{:level 1, :value {:key :shillelagh}} {:level 1}], :abilities {:orcpub.dnd.e5.character/dex 1}, :option-pack "Homebrew", :props {:language {:infernal true, :abyssal true}, :skill-prof {:arcana true}, :weapon-prof {:martial true}, :armor-prof {:light true, :heavy true}}, :traits []}, :dark-genasi {:key :dark-genasi, :race :genasi, :name "Dark Genasi", :darkvision 60, :spells [{:value {:key :shadow-blade-, :ability :orcpub.dnd.e5.character/dex}} {:value {:key :eldritch-blast, :ability :orcpub.dnd.e5.character/cha}}], :abilities {:orcpub.dnd.e5.character/dex 1}, :option-pack "Homebrew", :props {:language {:infernal true, :abyssal true}, :skill-prof {:arcana true}, :weapon-prof {:martial true}, :armor-prof {:light true, :heavy true}}, :traits [{:name "Combat focus", :description "At lv 5, in battle, you can use bonus action to gain combat focus, you become resistant to frightened and charmed. The first time you make a successful attack during an encounter, you gain your combat focus. In this state, your mind and body become one, allowing you to overcome mundane physical limits. You can maintain your combat focus for 10 rounds after entering it, +1 additional round per combat form feat you possess aside from this one. You can only gain your combat focus once per encounter. While you are maintaining your combat focus, you gain a +2 bonus on Will saves. If you have three or more combat form feats, this bonus increases to +4."} {:name "Combat vigor", :description "At lv 10, While you maintain your combat focus, you gain fast healing 2. You lose this benefit when your combat focus ends. If you have three or more combat form feats, the benefit of this feat improves to fast healing 4. (This increases by 2 every 2nd level after 10th) "}]}}, :orcpub.dnd.e5/races {:wight- {:key :wight-, :speed 40, :name "Wight ", :darkvision 60, :spells [{:value {:level 6, :key :create-undead, :ability :orcpub.dnd.e5.character/int}, :level 5} {:value {:level 3, :key :vampiric-touch}, :level 3}], :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Homebrew", :profs {:skill-options {:options {:deception true, :intimidation true}}}, :languages #{"Common" "Vampire"}, :props {:weapon-prof {:martial true, :simple true}, :damage-resistance {:necrotic true}, :damage-immunity {:cold true, :poison true}, :skill-prof {:stealth true, :sleight-of-hand false, :survival true, :deception false, :intimidation false}}, :traits [{:name "Undead ", :description "You are considered undead for effects such as turn undead and many healing spells. You are immune to disease and the poisoned condition, and you have resistance to poison damage. You do not need to eat or breathe, but you can ingest food or drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state, but resting in this way is otherwise identical to sleeping. Magically induced sleep can cause you to enter this inactive state. You are weak to radiant damage, and gain disadvantage on attack rolls and wisdom saves in sunlight."}]}}}, "UA - Order Domain - (DivertedCircle#9718 )" {:orcpub.dnd.e5/subclasses {:order-domain {:class :cleric, :cleric-spells {1 {0 :command, 1 :heroism}, 2 {0 :enhance-ability, 1 :hold-person}, 3 {0 :mass-healing-word, 1 :slow}, 4 {0 :compulsion, 1 :locate-creature}, 5 {0 :commune, 1 :dominate-person}}, :key :order-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Order Domain", :option-pack "UA - Order Domain", :traits [{:description "Starting at 1st level, you can invoke the power of law to drive an ally to attack. Immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.", :name "Voice of Authority"} {:description "Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.\nAs an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to fall prone when they fail the saving throw.", :level 2, :name "Channel Divinity: Order’s Demand"} {:description "At 6th level, you become extraordinarily adept at channeling magical energy to compel others.\nWhen you cast a spell of the enchantment school using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.", :level 6, :name "Order’s Dominion"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature, that creature takes an extra 2d8 force damage the first time each turn that any ally of yours hits it with a weapon attack. This benefit lasts until the start of your next turn.", :level 17, :name "Order’s Wrath"}]}}}, "PHB Backgrounds (LunaMoonbringer#2094)" {:orcpub.dnd.e5/backgrounds {:noble {:equipment {:clothes-fine 1, :signet-ring 1}, :key :noble, :name "Noble", :option-pack "PH BG", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :persuasion true}, :tool-options {:gaming-set 1}}, :traits [{:name "Position of Privilege", :summary "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to."}], :treasure {:gp 25}}, :guild-artisan {:equipment {:clothes-traveler-s 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :guild-artisan, :name "Guild Artisan", :option-pack "PH BG", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:insight true, :persuasion true}, :tool-options {:artisans-tool 1}}, :traits [{:name "Guild Membership", :summary "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\n\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. "}], :treasure {:gp 15}}, :outlander {:equipment {:clothes-traveler-s 1, :hunting-trap 1}, :key :outlander, :name "Outlander", :option-pack "PH BG", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:athletics true, :survival true}, :tool-options {:musical-instrument 1}}, :traits [{:name "Wanderer", :summary "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. "}], :treasure {:gp 10}}, :urchin {:equipment {:clothes-common 1, :knife-small 1}, :key :urchin, :name "Urchin", :option-pack "PH BG", :profs {:skill {:sleight-of-hand true, :stealth true}, :tool {:disguise-kit true, :thieves-tools true}}, :traits [{:name "City Secrets", :summary "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. "}], :treasure {:gp 10}}, :entertainer {:equipment {:clothes-costume 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :key :entertainer, :name "Entertainer", :option-pack "PH BG", :profs {:skill {:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options {:musical-instrument 1}}, :traits [], :treasure {:gp 15}}, :sage {:equipment {:clothes-common 1, :ink 1, :knife-small 1}, :key :sage, :name "Sage", :option-pack "PH BG", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:arcana true, :history true}}, :traits [{:name "Researcher", :summary "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. "}], :treasure {:gp 10}}, :folk-hero {:equipment {:clothes-common 1, :pot-iron 1, :shovel 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :folk-hero, :name "Folk Hero", :option-pack "PH BG", :profs {:skill {:animal-handling true, :survival true}, :tool {:land-vehicles true}, :tool-options {:artisans-tool 1}}, :traits [{:name "Rustic Hospitality", :summary "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. "}], :treasure {:gp 10}}, :sailor {:equipment {:clothes-common 1, :rope-silk 1}, :key :sailor, :name "Sailor", :option-pack "PH BG", :profs {:skill {:athletics true, :perception true}, :tool {:navigators-tools true, :water-vehicles true}}, :traits [{:name "Ship's Passage", :summary "When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. "}], :treasure {:gp 10}}, :hermit {:equipment {:blanket 1, :case-map-or-scroll 1, :clothes-common 1, :herbalism-kit 1}, :key :hermit, :name "Hermit", :option-pack "PH BG", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:medicine true, :religion true}, :tool {:herbalism-kit true}}, :traits [{:name "Discovery", :summary "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign."}], :treasure {:gp 5}}, :soldier {:equipment {:clothes-common 1}, :key :soldier, :name "Soldier", :option-pack "PH BG", :profs {:skill {:athletics true, :intimidation true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :traits [{:name "Military Rank", :summary "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. "}], :treasure {:gp 10}}, :charlatan {:equipment {:clothes-fine 1, :disguise-kit 1}, :key :charlatan, :name "Charlatan", :option-pack "PH BG", :profs {:skill {:deception true, :sleight-of-hand true}, :tool {:disguise-kit true, :forgery-kit true}}, :traits [], :treasure {:gp 15}}, :criminal {:equipment {:clothes-common 1, :crowbar 1}, :key :criminal, :name "Criminal", :option-pack "PH BG", :profs {:skill {:deception true, :stealth true}, :tool {:thieves-tools true}, :tool-options {:gaming-set 1}}, :traits [], :treasure {:gp 15}}, :knight {:equipment {:clothes-fine 1, :signet-ring 1}, :key :knight, :name "Knight", :option-pack "PH BG", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :persuasion true}, :tool-options {:gaming-set 1}}, :traits [{:name "Retainers", :summary "If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. "}], :treasure {:gp 25}}}}, "UA - Starter Spells - (Fursplosion#0322)" {:orcpub.dnd.e5/spells {:guiding-hand {:description "You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.", :key :guiding-hand, :school "divination", :name "Guiding Hand", :duration "Concentration, up to 8 hours", :level 1, :option-pack "UA Starter Spells", :components {:somatic true, :verbal true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "5 feet"}, :toll-the-dead {:description "You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.\nThe spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).\n", :key :toll-the-dead, :school "necromancy", :name "Toll the Dead", :duration "Instantaneous", :level 0, :option-pack "UA Starter Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :healing-elixir {:description "You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.\n", :key :healing-elixir, :school "conjuration", :name "Healing Elixir", :duration "24 hours", :level 1, :option-pack "UA Starter Spells", :components {:material true, :material-component "Alchemist's supplies", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :zephyr-strike {:description "You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. In addition, the first time you make a weapon attack on your turn before the spell ends, you make the attack roll with advantage, and your speed increases by 30 feet until the end of that turn.\n", :key :zephyr-strike, :school "transmutation", :name "Zephyr Strike", :duration "Concentration, up to 1 minute", :level 1, :option-pack "UA Starter Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :puppet {:description "Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.\n", :key :puppet, :school "enchantment", :name "Puppet", :duration "Instantaneous", :level 1, :option-pack "UA Starter Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "120 feet"}, :sense-emotion {:description "You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.\n", :key :sense-emotion, :school "divination", :name "Sense Emotion", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "UA Starter Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :wild-cunning {:description "You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:\n• If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.\n• If there is edible forage within range, you know it and where to find it.\n• If there is clean drinking water within range, you know it and where to find it.\n• If there is suitable shelter for you and your companions with range, you know it and where to find.\n• Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.\n• Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.\n", :key :wild-cunning, :school "transmutation", :name "Wild Cunning", :duration "Instantaneous", :level 1, :option-pack "UA Starter Spells", :components {:somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :chaos-bolt {:description "You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage. Choose one of the d8s. The number it rolled determines the type of damage, as shown below. \nd8 Damage Type\n1 Acid\n2 Cold\n3 Fire\n4 Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\nIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by this mass of chaotic energy. \nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes extra damage of the type rolled. The extra damage equals 1d6 for each slot level above 1st.\n", :key :chaos-bolt, :school "evocation", :name "Chaos Bolt", :duration "Instantaneous", :level 1, :option-pack "UA Starter Spells", :components {:somatic true, :verbal true}, :ritual true, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "120 feet"}, :unearthly-chorus {:description "Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.\n", :key :unearthly-chorus, :school "illusion", :name "Unearthly Chorus", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "UA Starter Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot-radius)"}, :cause-fear {:description "You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. The spell has no effect on constructs or undead.\n", :key :cause-fear, :school "necromancy", :name "Cause Fear", :duration "Concentration, up to 1 minute", :level 1, :option-pack "UA Starter Spells", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :sudden-awakening {:description "Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.\n", :key :sudden-awakening, :school "enchantment", :name "Sudden Awakening", :duration "Instantaneous", :level 1, :option-pack "UA Starter Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "10 feet"}, :virtue {:description "You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.\n", :key :virtue, :school "abjuration", :name "Virtue", :duration "1 round", :level 0, :option-pack "UA Starter Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :ceremony {:description "You perform one of several religious ceremonies when you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. \n - Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a success, you restore the target to its original alignment.\n- Bless Water. You touch one vial of water and cause it to become holy water. \n- Coming of Age. You touch one humanoid old enough to be a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this ceremony just once.\n- Dedication. You touch one humanoid who would willingly convert to your religion or who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this ceremony just once.\n- Funeral Rite. You bless one corpse within 5 feet of you. For the next 24 hours, the target can’t become undead by any means short of a wish spell.\n- Investiture. You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell \nslot or use material components. If the target doesn’t cast the spell within 1 hour, the invested spell is lost.\n- Marriage. You touch adult humanoids willing to be bonded together in marriage. For the next 24 hours, each target gains a +2 bonus to AC and saving throws while they are within 30 feet of each other. A creature can benefit from this ceremony just once.\n", :key :ceremony, :school "evocation", :name "Ceremony", :duration "Instantaneous (See Text)", :level 1, :option-pack "UA Starter Spells", :components {:material true, :material-component "25gp worth of powdered silver", :somatic true, :verbal true}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :primal-savagery {:description "Your teeth or fingernails lengthen and sharpen. You choose which. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 piercing or slashing damage (your choice). After you make the attack, your teeth or fingernails return to normal.\nThe spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).\n", :key :primal-savagery, :school "transmutation", :name "Primal Savagery", :duration "Instantaneous ", :level 0, :option-pack "UA Starter Spells", :components {:somatic true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :hand-of-radiance {:description "You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n", :key :hand-of-radiance, :school "evocation", :name "Hand of Radiance", :duration "Instantaneous", :level 0, :option-pack "UA Starter Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (5-foot radius)"}, :snare {:description "While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends. ", :key :snare, :school "abjuration", :name "Snare", :duration "Until dispelled or triggered", :level 1, :option-pack "UA Starter Spells", :components {:material true, :material-component "30 feet of cord or rope, which is consumed by the spell", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :infestation {:description "You cause mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 piercing damage. If the target takes any of that damage, the target moves 5 feet in a random direction. Roll a d8 for the direction: 1, north; 2, northeast; 3, east; 4, southeast; 5, south; 6, southwest; 7, west; or 8, northwest.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n", :key :infestation, :school "conjuration", :name "Infestation", :duration "Instantaneous", :level 0, :option-pack "UA Starter Spells", :components {:material true, :material-component "A living flea", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}}}, "KP - Deep Magic - Dragon Magic - (joeyhugg6881)" {:orcpub.dnd.e5/subclasses {:dragon-mage {:class :wizard, :traits [{:level 2, :name "Invoke Dragon Mask", :description "Starting at 2nd level, you can invoke a magical dragon mask. The dragon mask is translucent magical force in the form of a dragon’s head that sits atop your shoulders and surrounds your head. Your face is still visible beneath the mask, which does not hinder your vision. To create the mask, you take a bonus action and expend a spell slot. The mask’s duration = (3 rounds × the level of the spell slot expended). The dragon mask remains until its duration ends, you become incapacitated, or you use a bonus action to dismiss it or replace it with another dragon aspect.\nWhile you wear your dragon mask, you gain the following benefits and drawbacks.\n• You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).\n• You gain a bite attack. As an action, make a melee spell attack against an adjacent target. On a hit, the target takes (1d8 + your Int modifier) piercing damage. This counts as a magical attack for purposes of overcoming a target’s immunity or resistance to piercing damage.\n• You have advantage on Wisdom (Perception) checks and on Charisma (Intimidation) checks.\n• You make ranged and melee spell attacks with disadvantage, and your targets have advantage on their saving throws against your spells.\n• As a bonus action, you can expend an additional spell slot to augment your dragon mask. Your next bite attack is made with advantage and does an additional 1d8 piercing damage per level of the spell slot expended."} {:name "The Rules Behind the Dragon Mage: Dragon Aspects", :description "The dragon mage arcane tradition takes a new look at the traditional wizard class, using the spell slot system as a basis for powering magical abilities rather than discrete spells. This arcane tradition sacrifices some of the traditional wizard’s flexibility for a more clearly defined set of powers and abilities that are useful in both close-quarters and long-range combat.\nAs dragon mages increase in level, they learn to invoke “dragon aspects.” At low levels, the dragon mage is able to create only one dragon aspect: the dragon mask. As he or she gains power and experience, the mage learns eventually to manifest up to four different dragon aspects. These aspects appear as a translucent draconic feature superimposed on the wizard’s form. For example, the dragon mask appears as a colorful dragon’s head of wavering energy rising above the wizard’s shoulders, but the mage’s face can still be seen through it. Similarly, the dragon wings aspect manifests as a semi-solid pair of wings sprouting from the dragon mage’s back.\nEach dragon aspect can be manifested by expending a spell slot. Once manifested, the dragon aspect provides benefits to the dragon mage. In addition, additional spell slots can be expended to gain additional benefits.\nNo concentration is required to maintain an aspect, but it can be dispelled the same as a normal spell cast with the same level of spell slot. The dragon mage can end an aspect, or switch from one to another, as a bonus action. Switching requires expending another spell slot to power the new aspect, even if there’s time remaining on the old one."} {:name "Invoke Dragon Heart", :level 6, :description "Starting at 6th level, you can invoke a magical dragon heart—a translucent magical force in the form of a beating heart that covers your chest. To create the dragon heart, you take a bonus action and expend a spell slot. The dragon heart’s duration = (3 rounds × the level of the spell slot expended). The dragon heart remains until its duration ends, you become incapacitated, or you use a bonus action to dismiss it or replace it with another dragon aspect.\nWhile you wear your dragon heart, you gain the following benefits.\n• You gain a bonus to Wisdom and Charisma saving throws equal to your Intelligence modifier (minimum of +1).\n• You gain temporary hit points equal to twice your wizard level. Any remaining temporary hit points are lost when your dragon heart aspect ends.\n• You gain a breath attack. As an action, you can exhale a line of energy 30 feet long and 5 feet wide. Each creature in the line must make a successful Dexterity saving throw or take 3d6 damage. The damage type can be acid, cold, fire, or lightning. You choose the damage type the first time you make a breath attack with this dragon heart, and it can’t be changed until you manifest a new dragon heart.\n• As a bonus action, you can spend an additional spell slot to augment your dragon heart. For each level of the expended spell slot, your next breath weapon attack becomes 10 feet longer and does an additional 2d6 damage."} {:level 10, :name "Invoke Dragon Wings", :description "Starting at 10th level, you can invoke magical dragon wings of translucent magical force. To create the wings, you take a bonus action and expend a spell slot. The dragon wings’ duration = (2 rounds × the level of the spell slot expended). The dragon wings remain until their duration ends, you become incapacitated, or you use a bonus action to dismiss them or replace them with another dragon aspect. \nWhile you wear your dragon wings, you gain the following benefits.\n• Your speed increases by 10 feet, and you gain a fly speed equal to your walking speed.\n• You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.\n• You have advantage on melee and ranged spell attack rolls.\n• As a bonus action, you can spend an additional spell slot to augment your dragon wings. Until the start of your next turn, your fly speed increases by (5 feet × the level of the spell slot expended). Additionally, you can choose one creature per level of the expended spell slot; until the start of your next turn, ranged attacks against selected creatures are made with disadvantage, if the target is within 10 feet of you."} {:level 14, :description "Starting at 14th level, you can invoke a magical dragon tail. You use a bonus action and spend a spell slot to invoke the dragon tail, which lasts for 1 round per level of the spent spell slot. The dragon tail remains as long as you are not incapacitated, until the duration ends, or until it is dismissed or replaced with a bonus action. The dragon tail is a translucent magical force, in the form of a 15-foot-long appendage capable of striking with incredible force.\nWhile you wear your dragon tail, you gain the following benefits:\n• You are immune to the grappled condition.\n• You have proficiency on Strength and Dexterity saving throws, and on Strength checks. In addition, you can opt to use your Intelligence modifier instead of your Strength or Dexterity modifier on those saving throws and skill checks.\n• You gain a tail attack. As an action, make a separate melee spell attack against each target within 15 feet of you. Each target that’s hit takes (3d10 + your Int modifier) bludgeoning damage and is pushed 10 feet away from you; it must also make a successful Strength saving throw against your spell save DC or be knocked prone. This attack is considered magical for purposes of overcoming a target’s immunity or resistance to bludgeoning damage.\n• As a reaction, you can make a tail attack against a creature that approaches to within 15 feet of you.\n• As a bonus action, you can expend an additional spell slot to augment your dragon tail. Until the start of your next turn, your dragon tail attack does additional damage = (1d10 × the level of the spell slot expended). In addition, you regain hit points = (3 × the level of the spell slot expended).", :name "Invoke Dragon Tail"}], :level-modifiers [], :option-pack "KP_Dragon_Magic", :name "Dragon Mage", :key :dragon-mage}}, :orcpub.dnd.e5/feats {:careful-dragon-mask {:ability-increases #{}, :prereqs #{:spellcasting}, :option-pack "KP_Dragon_Magic", :name "Careful Dragon Mask", :description "Prerequisite: The ability to invoke a dragon mask\nYou’ve mastered the ability to cast spells while wearing your dragon mask. With this feat, you no longer have disadvantage on attack rolls with spells and cantrips, and the targets of your spells don’t have advantage on saving throws, while you’re under the effect of your dragon mask.", :key :careful-dragon-mask}, :fortifying-healer {:ability-increases #{}, :prereqs #{:spellcasting}, :option-pack "KP_Dragon_Magic", :name "Fortifying Healer", :description "Your healing magic is augmented by the fortifying magic of resolute bravery. If you target one or more allies with a spell that allows them to regain hit points, those allies are immune to being frightened for a number of rounds = the level of the healing spell. In addition, one ally who healed hit points (your choice) gains inspiration. You must complete a short or long rest before you can grant inspiration again.", :key :fortifying-healer}, :dragonrider-strength- {:ability-increases #{}, :prereqs #{:orcpub.dnd.e5.character/str}, :option-pack "KP_Dragon_Magic", :name "Dragonrider (Strength)", :description "You have trained to climb atop an opponent much larger than yourself, giving you an advantage in combat against enormous foes. You gain the following benefits.\n• During your movement, you can try to enter the space of a creature at least two size categories larger than you. To do so, conduct a contest between your Strength (Athletics) or Dexterity (Acrobatics) opposed by the creature’s Dexterity (Acrobatics). If you win, you enter the creature’s space and are considered to be riding it. If you lose, you don’t enter the creature’s space and your movement ends.\n• While you’re riding the creature, if it moves, you move with it. You also have advantage on your first melee attack against the creature on each of your turns.\n• The creature’s attacks against a rider are made with disadvantage.\n• The creature can dislodge you by using an action to conduct a contest between its Dexterity (Acrobatics) and your Dexterity (Acrobatics) or Strength (Athletics), whichever you prefer. If it wins the contest, you are flung off the creature and land on your feet, unharmed, in an adjacent space of your choice.", :key :dragonrider-strength-}, :fearsome-dragon-mask {:ability-increases #{}, :prereqs #{:spellcasting}, :option-pack "KP_Dragon_Magic", :name "Fearsome Dragon Mask", :description "Prerequisite: The ability to invoke a dragon mask\nYou can manipulate the visage of your dragon mask to be a terrifying sight to your foes. Any target struck by your mask’s bite attack must make a successful Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. If you augmented the attack with a spell slot, the frightened condition lasts an additional number of rounds = the level of the expended spell slot.", :key :fearsome-dragon-mask}, :unthreatening {:ability-increases #{:orcpub.dnd.e5.character/cha}, :prereqs #{:orcpub.dnd.e5.character/cha}, :option-pack "KP_Dragon_Magic", :name "Unthreatening", :description "You’re adept at making yourself seem to be less of a threat than you actually are. You gain the following benefits.\n• Increase your Charisma score by 1, to a maximum of 20.\n• When a creature two or more size categories larger than you targets you with a melee weapon attack, you can use your reaction to make yourself seem pathetic and unthreatening. The creature must redirect its attack against a different target; if no alternative target is within the attacker’s reach or range, it can still attack you. Until the end of your next turn, your next melee or ranged attack against that creature is made with advantage. You must complete a short or long rest before using this ability again.", :key :unthreatening}, :find-the-titans-weakness {:ability-increases #{:orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "KP_Dragon_Magic", :name "Find The Titan's Weakness", :description "You can spot the weaknesses in a foe’s defenses. You gain the following benefits.\n• Increase your Wisdom score by 1, to a maximum of 20.\n• As an action, you analyze the defenses of one Large or larger creature you can see. Your next attack against that creature is made with advantage, and the attack scores a critical hit on a natural roll of 18, 19, or 20.", :key :find-the-titans-weakness}, :dual-dragon-aspect {:ability-increases #{}, :prereqs #{:spellcasting}, :option-pack "KP_Dragon_Magic", :name "Dual Dragon Aspect", :description "Prerequisite: The ability to invoke dragon wings\nYou’ve mastered the difficult ability to wear two different dragon aspects at the same time. When you switch from one aspect to another, the aspect you remove lingers for 1 round, provided its maximum duration hasn’t expired. During this 1 round of overlap, both aspects are visible and you have full access to the benefits and drawbacks of both aspects simultaneously.", :key :dual-dragon-aspect}, :dragonrider-dexterity- {:ability-increases #{}, :prereqs #{:orcpub.dnd.e5.character/dex}, :option-pack "KP_Dragon_Magic", :description "You have trained to climb atop an opponent much larger than yourself, giving you an advantage in combat against enormous foes. You gain the following benefits.\n• During your movement, you can try to enter the space of a creature at least two size categories larger than you. To do so, conduct a contest between your Strength (Athletics) or Dexterity (Acrobatics) opposed by the creature’s Dexterity (Acrobatics). If you win, you enter the creature’s space and are considered to be riding it. If you lose, you don’t enter the creature’s space and your movement ends.\n• While you’re riding the creature, if it moves, you move with it. You also have advantage on your first melee attack against the creature on each of your turns.\n• The creature’s attacks against a rider are made with disadvantage.\n• The creature can dislodge you by using an action to conduct a contest between its Dexterity (Acrobatics) and your Dexterity (Acrobatics) or Strength (Athletics), whichever you prefer. If it wins the contest, you are flung off the creature and land on your feet, unharmed, in an adjacent space of your choice.", :name "Dragonrider (Dexterity)", :key :dragonrider-dexterity-}, :radiant-dragon-heart {:ability-increases #{}, :prereqs #{:spellcasting}, :option-pack "KP_Dragon_Magic", :name "Radiant Dragon Heart", :description "Prerequisite: The ability to invoke a dragon heart\nYou can link radiant power to your dragon heart. In addition to the damage type done by your dragon heart’s breath attack, the damage is also considered radiant. In addition, a creature that fails its saving throw against the breath weapon is also blinded until the end of your next turn.", :key :radiant-dragon-heart}, :dragonsmith {:ability-increases #{}, :prereqs #{}, :option-pack "KP_Dragon_Magic", :name "Dragonsmith", :description "You have studied the craft of turning components from a dragon’s body into weapons and armor. Working in conjunction with a master weaponsmith or armorsmith, you can create weapons and armor from the teeth, bones, scales, hide, or other parts of a dragon. The cost to create these items is ten times the normal cost of the item. The number and type of items that can be made from a particular dragon’s corpse is up to the GM, but considering how much violence must be inflicted on a dragon to bring it down, the amount of salvageable raw matieral is low; dragons don’t die from superficial damage.\nAny type of melee weapon or bow can be made. The resulting weapon, in the hands of a proficient wielder, does an additional 1d6 damage of a type appropriate to the dragon whose body was used to create the weapon. For example, a blue dragon dagger does 1d4 piercing damage plus 1d6 lightning damage.\nAny type of armor can be made except padded or chain (shirt or mail). The resulting armor or shield, in the panoply of a proficient user, provides resistance to the damage type appropriate to the source dragon. For example, black dragon scale mail gives its wearer resistance to acid damage.", :key :dragonsmith}}, :orcpub.dnd.e5/spells {:draconic-smite {:description "The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon momentarily takes on the form of a silver dragon’s head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack’s target must each make a successful Constitution saving throw or take 1d6 cold damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage done to the secondary creatures increases by 1d6 for each slot.", :key :draconic-smite, :school "evocation", :name "Draconic Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "KP_Dragon_Magic", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :phantom-dragon {:description "You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. Upon first seeing this illusion, observers make a Wisdom saving throw to see through it.\nYou can use an action to make the illusionary dragon seem ferocious. Choose one creature within 30 feet of the illusionary dragon to make a Wisdom saving throw. If it fails, the creature is frightened of the “dragon.” The creature remains frightened until is uses an action to make a successful Wisdom saving throw or the spell’s duration expires.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can frighten by 1 per slot level above 3rd.", :key :phantom-dragon, :school "illusion", :name "Phantom Dragon", :duration "Concentration, up to 1 hour", :level 3, :option-pack "KP_Dragon_Magic", :components {:verbal true, :somatic true, :material true, :material-component "a piece of dragon egg shell"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :converse-with-dragon {:description "You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature’s languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.\nThis spell doesn’t change a dragon’s disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon’s attitude toward you.", :key :converse-with-dragon, :school "divination", :name "Converse With Dragon", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "KP_Dragon_Magic", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :scale-rot {:description "You summon death and decay to plague your enemies. One creature of your choosing within 30 feet of you that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature’s Armor Class are made with advantage, and the creature can’t regain hit points through any means. An effected creature can end the effect by using an action to make a successful Constitution saving throw. A successful saving throw ends the effect on that creature and makes the creature immune to further castings of scale rot for 24 hours.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by 1 per slot level above 4th.", :key :scale-rot, :school "necromancy", :name "Scale Rot", :duration "Concentration, up to 1 hour", :level 4, :option-pack "KP_Dragon_Magic", :components {:somatic true, :material true, :verbal true, :material-component "a piece of rotten meat"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :enhance-greed {:description "You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot. \nEnhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes and another 30 feet can be added to its range for each slot level above 2nd.", :key :enhance-greed, :school "divination", :name "Enhance Greed", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "KP_Dragon_Magic", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :detect-dragons {:description "You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn it’s cast unless you have the means to take a second action that turn.", :key :detect-dragons, :school "divination", :name "Detect Dragons", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "KP_Dragon_Magic", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :raid-the-lair {:description "You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions.\n• Attack rolls resulting directly from lair actions are made with disadvantage.\n• Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved.\n• Lair actions occur on an initiative count 10 lower than normal.\nThe caster has advantage on Constitution saving throws to maintain concentration on this spell.", :key :raid-the-lair, :school "abjuration", :name "Raid the Lair", :duration "Concentration, up to 1 hour", :level 4, :option-pack "KP_Dragon_Magic", :components {:verbal true, :somatic true, :material true, :material-component "a piece of the dragon whose lair you are raiding"}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :catch-the-breath {:description "You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.\nWhether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.", :key :catch-the-breath, :school "transmutation", :name "Catch The Breath", :duration "Instantaneous", :level 3, :option-pack "KP_Dragon_Magic", :components {:verbal true}, :casting-time "1 reaction", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :lair-sense {:description "You set up a magical boundary around your lair. The boundary can’t exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like—to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature’s type but nothing else about it. You are also aware when creatures leave the area.\nThis awareness is enough to wake you from sleep, and you receive the knowledge as long as you’re on the same plane of existence as your lair.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell’s duration for each slot level above 2nd.", :key :lair-sense, :school "divination", :name "Lair Sense", :duration "24 hours", :level 2, :option-pack "KP_Dragon_Magic", :components {:verbal true, :somatic true, :material true, :material-component "treasure worth at least 500 gp, which is not consumed in casting"}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :legend-killer {:description "You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target creature must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell’s duration. A creature can’t use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature repeats the saving throw at the end of its turn, regaining 1 legendary action on a success. It continues repeating the saving throw until the spell ends or it regains all its legendary actions.", :key :legend-killer, :school "divination", :name "Legend Killer", :duration "Concentration, up to 1 minute", :level 7, :option-pack "KP_Dragon_Magic", :components {:verbal true, :material-component "a silver scroll describing the spell’s target worth at least 1,000 gp, which the spell consumes", :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :kobolds-fury {:description "Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.", :key :kobolds-fury, :school "transmutation", :name "Kobold's Fury", :duration "1 round", :level 1, :option-pack "KP_Dragon_Magic", :components {:verbal true, :somatic true, :material true, :material-component "a kobold scale"}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :claws-of-the-earth-dragon {:description "You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn’t fall, and it isn’t knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.", :key :claws-of-the-earth-dragon, :school "evocation", :name "Claws of the Earth Dragon", :duration "Instantaneous", :level 5, :option-pack "KP_Dragon_Magic", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :dragon-roar {:description "Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened of you until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours.\nThis spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", :key :dragon-roar, :school "evocation", :name "Dragon Roar", :duration "Instantaneous", :level 0, :option-pack "KP_Dragon_Magic", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :dragon-breath {:description "You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again.\nWhen you cast the spell, choose one of the dragon types listed below. Your choice determines the range and damage of the breath attack for the spell’s duration. \nBlack Dragon: 30-foot line, 5 feet wide, 6d6 acid damage\nBlue Dragon: 30-foot line, 5 feet wide 6d6 lightning damage\nGreen Dragon: 15-foot cone, 6d6 poison damage\nRed Dragon: 15-foot cone, 6d6 fire damage\nWhite Dragon: 15-foot cone, 6d6 cold damage\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.", :key :dragon-breath, :school "evocation", :name "Dragon Breath", :duration "Concentration, up to 1 minute", :level 5, :option-pack "KP_Dragon_Magic", :components {:verbal true, :somatic true, :material true, :material-component "a piece of a dragon's tooth"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (15-foot cone or 30-foot line)"}, :deadly-sting {:description "You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell’s duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.", :key :deadly-sting, :school "transmutation", :name "Deadly Sting", :duration "Concentration, up to 1 minute", :level 8, :option-pack "KP_Dragon_Magic", :components {:verbal true, :somatic true, :material true, :material-component "a thorn"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :shade {:description "You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as color spray. The spell doesn’t alleviate blindness that’s already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight (such as those caused by sunlight sensitivity), those penalties don’t apply while you’re under the effect of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.", :key :shade, :school "abjuration", :name "Shade", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "KP_Dragon_Magic", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}}}, "CoS - Errata - Haunted One Errata - (Arthur Pendragon#7893)" {:orcpub.dnd.e5/backgrounds {:haunted-one {:equipment {:holy-symbol 1}, :key :haunted-one, :name "Haunted One", :option-pack "Haunted One Errata", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:arcana true, :investigation true, :religion true, :survival true}}, :traits [{:description "Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger\nto darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to\nhelp you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.", :name "Feature: Heart of Darkness"} {:description "It includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.", :name "Monster Hunter's Pack"}]}}}, "DMSG - Gunslinger" {:orcpub.dnd.e5/selections {:trick-shots {:key :trick-shots, :name "Trick Shots", :option-pack "Gunslinger Fighter Archetype", :options [{:description "When making a CHA (Intimidation) check, you can expend 1 grit point to gain advantage on the roll", :name "Bullying Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to dizzy the target. On a hit, the creature takes normal damage and must succeed a CON saving throw or suffer disadvantage on attacks until the end of their next turn.", :name "Dazing Shot"} {:description "When you make a firearm attack against a creature, expend 1 grit point to gain advantage on the attack roll.", :name "Deadeye Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to shoot an object from their hands. On a hit, the creature takes normal damage and must succeed a STR saving throw or drop 1 held object of your choice and have that object pushed 10ft away from you. ", :name "Disarming Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to trip them or push them back. On a hit, the creature takes normal damage and must succeed a STR saving throw or be pushed 15ft away from you.", :name "Forceful Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind you target within your first range increment. Only the initial attack can misfire. ", :name "Piercing Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to topple a moving target. On a hit, the creature takes normal damage and must succeed a STR saving throw or be knocked prone. ", :name "Winging Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains +2 to the firearm's misfire score. If the attack hits, you can roll 1 additional weapon damage die per grit point spent when determining the damage.", :name "Violent Shot"}]}, :trick-shots-lvl-10- {:key :trick-shots-lvl-10-, :name "Trick Shots (lvl.10)", :option-pack "Gunslinger Fighter Archetype", :options [{:description "When making a CHA (Intimidation) check, you can expend 1 grit point to gain advantage on the roll", :name "Bullying Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to dizzy the target. On a hit, the creature takes normal damage and must succeed a CON saving throw or suffer disadvantage on attacks until the end of their next turn.", :name "Dazing Shot"} {:description "When you make a firearm attack against a creature, expend 1 grit point to gain advantage on the attack roll.", :name "Deadeye Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to shoot an object from their hands. On a hit, the creature takes normal damage and must succeed a STR saving throw or drop 1 held object of your choice and have that object pushed 10ft away from you. ", :name "Disarming Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to trip them or push them back. On a hit, the creature takes normal damage and must succeed a STR saving throw or be pushed 15ft away from you.", :name "Forceful Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind you target within your first range increment. Only the initial attack can misfire. ", :name "Piercing Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to topple a moving target. On a hit, the creature takes normal damage and must succeed a STR saving throw or be knocked prone. ", :name "Winging Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains +2 to the firearm's misfire score. If the attack hits, you can roll 1 additional weapon damage die per grit point spent when determining the damage.", :name "Violent Shot"}]}, :trick-shots-lvl-15- {:key :trick-shots-lvl-15-, :name "Trick Shots (lvl.15)", :option-pack "Gunslinger Fighter Archetype", :options [{:description "When making a CHA (Intimidation) check, you can expend 1 grit point to gain advantage on the roll", :name "Bullying Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to dizzy the target. On a hit, the creature takes normal damage and must succeed a CON saving throw or suffer disadvantage on attacks until the end of their next turn.", :name "Dazing Shot"} {:description "When you make a firearm attack against a creature, expend 1 grit point to gain advantage on the attack roll.", :name "Deadeye Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to shoot an object from their hands. On a hit, the creature takes normal damage and must succeed a STR saving throw or drop 1 held object of your choice and have that object pushed 10ft away from you. ", :name "Disarming Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to trip them or push them back. On a hit, the creature takes normal damage and must succeed a STR saving throw or be pushed 15ft away from you.", :name "Forceful Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind you target within your first range increment. Only the initial attack can misfire. ", :name "Piercing Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to topple a moving target. On a hit, the creature takes normal damage and must succeed a STR saving throw or be knocked prone. ", :name "Winging Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains +2 to the firearm's misfire score. If the attack hits, you can roll 1 additional weapon damage die per grit point spent when determining the damage.", :name "Violent Shot"}]}, :trick-shots-lvl-18- {:key :trick-shots-lvl-18-, :name "Trick Shots (lvl.18)", :option-pack "Gunslinger Fighter Archetype", :options [{:description "When making a CHA (Intimidation) check, you can expend 1 grit point to gain advantage on the roll", :name "Bullying Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to dizzy the target. On a hit, the creature takes normal damage and must succeed a CON saving throw or suffer disadvantage on attacks until the end of their next turn.", :name "Dazing Shot"} {:description "When you make a firearm attack against a creature, expend 1 grit point to gain advantage on the attack roll.", :name "Deadeye Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to shoot an object from their hands. On a hit, the creature takes normal damage and must succeed a STR saving throw or drop 1 held object of your choice and have that object pushed 10ft away from you. ", :name "Disarming Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to trip them or push them back. On a hit, the creature takes normal damage and must succeed a STR saving throw or be pushed 15ft away from you.", :name "Forceful Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind you target within your first range increment. Only the initial attack can misfire. ", :name "Piercing Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to topple a moving target. On a hit, the creature takes normal damage and must succeed a STR saving throw or be knocked prone. ", :name "Winging Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains +2 to the firearm's misfire score. If the attack hits, you can roll 1 additional weapon damage die per grit point spent when determining the damage.", :name "Violent Shot"}]}, :trick-shots-lvl-7- {:key :trick-shots-lvl-7-, :name "Trick Shots (lvl.7)", :option-pack "Gunslinger Fighter Archetype", :options [{:description "When making a CHA (Intimidation) check, you can expend 1 grit point to gain advantage on the roll", :name "Bullying Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to dizzy the target. On a hit, the creature takes normal damage and must succeed a CON saving throw or suffer disadvantage on attacks until the end of their next turn.", :name "Dazing Shot"} {:description "When you make a firearm attack against a creature, expend 1 grit point to gain advantage on the attack roll.", :name "Deadeye Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to shoot an object from their hands. On a hit, the creature takes normal damage and must succeed a STR saving throw or drop 1 held object of your choice and have that object pushed 10ft away from you. ", :name "Disarming Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to trip them or push them back. On a hit, the creature takes normal damage and must succeed a STR saving throw or be pushed 15ft away from you.", :name "Forceful Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind you target within your first range increment. Only the initial attack can misfire. ", :name "Piercing Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 grit point to attempt to topple a moving target. On a hit, the creature takes normal damage and must succeed a STR saving throw or be knocked prone. ", :name "Winging Shot"} {:description "When you make a firearm attack against a creature, you can expend 1 or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains +2 to the firearm's misfire score. If the attack hits, you can roll 1 additional weapon damage die per grit point spent when determining the damage.", :name "Violent Shot"}]}}, :orcpub.dnd.e5/subclasses {:gunslinger {:class :fighter, :key :gunslinger, :level-modifiers [{:level 3, :type :tool-prof, :value :tinkers-tools}], :level-selections [{:level 3, :num 2, :type :trick-shots} {:level 7, :num 1, :type :trick-shots-lvl-7-} {:level 10, :num 1, :type :trick-shots-lvl-10-} {:level 15, :num 1, :type :trick-shots-lvl-15-} {:level 18, :num 1, :type :trick-shots-lvl-18-}], :name "Gunslinger", :option-pack "Gunslinger Fighter Archetype", :traits [{:description "You gain a number of grit points = your WIS modifier (min 1). You can regain 1 spent grit when you score a critical hit (Critical hits gained outside of dice rolls do not generate grit) and when you reduce a creature to 0 HP with a firearm. You regain all expended grit after a rest.", :level 3, :name "Grit"} {:description "You add your proficiency bonus to your initiative. You can also stow a firearm then draw another firearm as a single object interaction on your turn.", :level 7, :name "Quickdraw"} {:description "You can reload any firearm as a bonus action", :level 15, :name "Lightning Reload"} {:description "Your firearm attacks score a critical hit on a roll of 19-20.", :level 18, :name "Vicious Intent"} {:description "Whenever you score a critical hit on an attack with a firearm, the target suffers half the damage from the attack at the end of its next turn.", :level 18, :name "Hemorrhaging Critical"} {:description "Each use of a trick shot must be declared before the attack roll is made. You can only make one trick shot per attack. Each time you learn a new trick shot, you can also replace one trick shot you know with another from the list. (DC = 8 + your proficiency modifier + your DEX modifier)", :level 3, :name "Trick Shots"} {:description "You can spend 1 grit point to attempt to repair a misfire (but not broken) firearm as a bonus action.", :level 10, :name "Rapid Repair"}]}}}, "All WoTC Feats (Darth Alpha#0344)" {:orcpub.dnd.e5/feats {:orcish-fury {:ability-increases #{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Prerequisite: Half-orc\n\nYour fury burns tirelessly. You gain the following benefits:\n\nIncrease your Strength or Constitution score by 1, up to a maximum of 20.\n\nWhen you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.\n\nImmediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack", :key :orcish-fury, :name "Orcish Fury", :option-pack "All Feats", :prereqs #{}}, :human-determination {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/wis}, :description "Prerequisite: Human\n\nYou are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:\n\nIncrease one ability score of your choice by 1, to a maximum of 20.\n\nWhen you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.", :key :human-determination, :name "Human Determination", :option-pack "All Feats", :prereqs #{}}, :blade-mastery {:ability-increases #{}, :description "You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:\n\nYou gain a +1 bonus to attack rolls you make with the weapon.\n\nOn your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.\n\nWhen you make an opportunity attack with the weapon, you have advantage on the attack roll.", :key :blade-mastery, :name "Blade Mastery", :option-pack "All Feats", :prereqs #{}}, :elemental-adept {:ability-increases #{}, :description "When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.\n\nSpells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\n\nYou can select this feat multiple times. Each time you do so, you must choose a different damage type", :key :elemental-adept, :name "Elemental Adept", :option-pack "All Feats", :prereqs #{:spellcasting}}, :dragon-wings {:ability-increases #{}, :description "Prerequisite: Dragonborn\n\nYou sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity. Proficiency in heavy armor allows flying speed of 15 feet.", :key :dragon-wings, :name "Dragon Wings", :option-pack "All Feats", :prereqs #{}}, :charger {:ability-increases #{}, :description "When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).", :key :charger, :name "Charger", :option-pack "All Feats", :prereqs #{}}, :sentinel {:ability-increases #{}, :description "You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:\n\nWhen you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.\n\nCreatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.\n\nWhen a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.", :key :sentinel, :name "Sentinel", :option-pack "All Feats", :prereqs #{}}, :stealthy- {:ability-increases #{:orcpub.dnd.e5.character/dex}, :description "You know how best to hide. You gain the following benefits:\n\nIncrease your Dexterity score by 1, to a maximum of 20. \n\nYou gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. \n\nIf you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.", :key :stealthy-, :name "Stealthy ", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:stealth true}}}, :fell-handed {:ability-increases #{}, :description "You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them: \n\nYou gain a +1 bonus to attack rolls you make with the weapon.\n\nWhenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.\nWhenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit.\n\nIf you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.", :key :fell-handed, :name "Fell Handed", :option-pack "All Feats", :prereqs #{}}, :everybody-s-friend {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "Prerequisite: Half-elf\n\nYou develop your magnetic personality to ease your way through the world. You gain the following benefits:\n\nIncrease your Charisma score by 1, up to a maximum of 20.\n\nYou gain proficiency in the Deception and Persuasion skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.", :key :everybody-s-friend, :name "Everybody’s Friend", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:deception true, :performance true}}}, :empathic {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "You possess keen insight into how other people think and feel. You gain the following benefits:\n\nIncrease your Wisdom score by 1, to a maximum of 20.\n\nYou gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nYou can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.", :key :empathic, :name "Empathic", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:insight true}}}, :naturalist {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "Your extensive study of nature rewards you with the following benefits:\n\nIncrease your Intelligence score by 1, to a maximum of 20. \n\nYou gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nYou learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. ", :key :naturalist, :name "Naturalist", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:nature true}}}, :mounted-combatant {:ability-increases #{}, :description "You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:\n\nYou have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.\n\nYou can force an attack targeted at your mount to target you instead.\n\nIf your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", :key :mounted-combatant, :name "Mounted Combatant", :option-pack "All Feats", :prereqs #{}}, :linguist {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You have studied languages and codes, gaining the following benefits:\n\nIncrease your Intelligence score by 1, to a maximum of 20.\n\nYou learn three languages of your choice.\n\nYou can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.", :key :linguist, :name "Linguist", :option-pack "All Feats", :prereqs #{}, :props {:language-choice 3}}, :bountiful-luck {:ability-increases #{}, :description "Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.", :key :bountiful-luck, :name "Bountiful Luck", :option-pack "All Feats", :prereqs #{}}, :martial-adept {:ability-increases #{}, :description "You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:\n\nYou learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\n\nIf you already have superiority dice, you gain one more; otherwise, you have one superiority dice,which is a d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.", :key :martial-adept, :name "Martial Adept", :option-pack "All Feats", :prereqs #{}}, :arcanist- {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You study the arcane arts, gaining the following benefits:\n\nIncrease your Intelligence score by 1, to a maximum of 20.\n\nYou gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nYou learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest", :key :arcanist-, :name "Arcanist ", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:arcana true}}}, :medium-armor-master {:ability-increases #{}, :description "Prerequisite: Proficiency with medium armor\n\nYou have practiced moving in medium armor to gain the following benefits:\n\nWearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.\n\nWhen you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.", :key :medium-armor-master, :name "Medium Armor Master", :option-pack "All Feats", :prereqs #{}, :props {:medium-armor-max-dex-3 true, :medium-armor-stealth true}}, :spear-mastery {:ability-increases #{}, :description "Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.\n\nYou gain a +1 bonus to attack rolls you make with a spear.\n\nWhen you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)\n\nYou can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.\n\nAs a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.", :key :spear-mastery, :name "Spear Mastery", :option-pack "All Feats", :prereqs #{}}, :shield-master {:ability-increases #{}, :description "You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:\n\nIf you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.\n\nIf you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.\n\nIf you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.", :key :shield-master, :name "Shield Master", :option-pack "All Feats", :prereqs #{}}, :silver-tongued {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You develop your conversational skill to better deceive others. You gain the following benefits:\n\nIncrease your Charisma score by 1, to a maximum of 20. \n\nYou gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nWhen you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.", :key :silver-tongued, :name "Silver-Tongued", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:deception true}}}, :tough {:ability-increases #{}, :description "Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.", :key :tough, :name "Tough", :option-pack "All Feats", :prereqs #{}, :props {:max-hp-bonus 2}}, :drow-high-magic {:ability-increases #{}, :description "Prerequisite: Elf (drow)\n\nYou learn more of the spells typical for your people. You learn detect magic and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.\n\n", :key :drow-high-magic, :name "Drow High Magic", :option-pack "All Feats", :prereqs #{}}, :wood-elf-magic {:ability-increases #{}, :description "Prerequisite: Elf (wood)\n\nYou learn the magic of the primeval woods. You learn one druid cantrip of your choice. You also learn longstrider and pass without trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.", :key :wood-elf-magic, :name "Wood Elf Magic", :option-pack "All Feats", :prereqs #{}}, :resilient {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/wis :saves?}, :description "Choose one ability score. You gain the following benefits:\n\nIncrease the chosen ability score by 1, to a maximum of 20.\n\nYou gain proficiency in saving throws using the chosen ability.", :key :resilient, :name "Resilient", :option-pack "All Feats", :prereqs #{}}, :sharpshooter {:ability-increases #{}, :description "You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:\n\nAttacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.\n\nYour ranged weapon attacks ignore half cover and three-quarters cover.\n\nBefore you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.", :key :sharpshooter, :name "Sharpshooter", :option-pack "All Feats", :prereqs #{}}, :magic-initiate {:ability-increases #{}, :description "Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.\n\nIn addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.\n\nYour spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", :key :magic-initiate, :name "Magic Initiate", :option-pack "All Feats", :prereqs #{}}, :heavy-armor-master {:ability-increases #{:orcpub.dnd.e5.character/str}, :description "Prerequisite: Proficiency with heavy armor\n\nYou can use your armor to deflect strikes that would kill others. You gain the following benefits:\n\nIncrease your Strength score by 1, to a maximum of 20.\n\nWhile you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.", :key :heavy-armor-master, :name "Heavy Armor Master", :option-pack "All Feats", :prereqs #{:heavy-armor}}, :heavily-armored {:ability-increases #{:orcpub.dnd.e5.character/str}, :description "Prerequisite: Proficiency with medium armor\n\nYou have trained to master the use of heavy armor, gaining the following benefits:\n\nIncrease your Strength score by 1, to a maximum of 20.\n\nYou gain proficiency with heavy armor.", :key :heavily-armored, :name "Heavily Armored", :option-pack "All Feats", :prereqs #{:medium-armor}, :props {:armor-prof {:heavy true}}}, :barbed-hide {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con}, :description "One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:\n\nIncrease your Constitution or Charisma score by 1, up to a maximum of 20.\n\nAs a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.\n\nYou gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.", :key :barbed-hide, :name "Barbed Hide", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:intimidation true}}}, :alert {:ability-increases #{}, :description "Always on the lookout for danger, you gain the following benefits:\n\nYou can’t be surprised while you are conscious.\n\nYou gain a +5 bonus to initiative.\n\nOther creatures don’t gain advantage on attack rolls against you as a result of being hidden from you", :key :alert, :name "Alert", :option-pack "All Feats", :prereqs #{}, :props {:initiative 5, :passive-perception-5 false}}, :flail-mastery {:ability-increases #{}, :description "The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits.\n\nYou gain a +1 bonus to attack rolls you make with the weapon.\n\nAs a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.\n\nWhen you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.", :key :flail-mastery, :name "Flail Mastery", :option-pack "All Feats", :prereqs #{}}, :medic- {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "You master the physician's arts, gaining the following benefits:\n\nIncrease your Wisdom score by 1, to a maximum of 20.\n\nYou gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nDuring a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.", :key :medic-, :name "Medic ", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:medicine true}}}, :svirfneblin-magic {:ability-increases #{}, :description "Prerequisite: Gnome (deep gnome)\n\nYou have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.", :key :svirfneblin-magic, :name "Svirfneblin Magic", :option-pack "All Feats", :prereqs #{}}, :master-of-disguise {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:\n\nIncrease your Charisma score by 1, to a maximum of 20.\n\nYou gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.\n\nIf you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.", :key :master-of-disguise, :name "Master of Disguise", :option-pack "All Feats", :prereqs #{}}, :savage-attacker {:ability-increases #{}, :description "Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.", :key :savage-attacker, :name "Savage Attacker", :option-pack "All Feats", :prereqs #{}}, :critter-friend {:ability-increases #{}, :description "Prerequisite: Gnome (forest)\n\nYour friendship with animals mystically deepens. You gain the following benefits:\n\nYou gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.\n\nYou learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.", :key :critter-friend, :name "Critter Friend", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:animal-handling true}}}, :ritual-caster {:ability-increases #{}, :description "Prerequisite: Intelligence or Wisdom 13 or higher\n\nYou have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.\n\nWhen you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.\n\nIf you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.", :key :ritual-caster, :name "Ritual Caster", :option-pack "All Feats", :prereqs #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}}, :dungeon-delver {:ability-increases #{}, :description "Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:\n\nYou have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.\n\nYou have advantage on saving throws made to avoid or resist traps.\n\nYou have resistance to the damage dealt by traps.\n\nYou can search for traps while traveling at a normal pace, instead of only at a slow pace.", :key :dungeon-delver, :name "Dungeon Delver", :option-pack "All Feats", :prereqs #{}, :props {:saving-throw-advantage-traps true}}, :dragon-fear {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/str}, :description "Prerequisite: Dragonborn\n\nWhen angered, you radiate menace. You gain the following benefits:\n\nIncrease your Strength or Charisma score by 1, up to a maximum of 20.\n\nInstead of exhaling destructive energy, you can roar and expend a use of your breath weapon to force each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.", :key :dragon-fear, :name "Dragon Fear", :option-pack "All Feats", :prereqs #{}}, :second-chance {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/dex}, :description "Prerequisite: Halfling\n\nFortune favors you. You gain the following benefits:\n\nIncrease your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.\n\nWhen a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you finish a short or long rest", :key :second-chance, :name "Second Chance", :option-pack "All Feats", :prereqs #{}}, :squat-nimbleness {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "Prerequisite: Dwarf, gnome, or halfling\n\nYou are uncommonly nimble for your race. You gain the following benefits:\n\nIncrease your Strength or Dexterity score by 1, to a maximum of 20.\n\nIncrease your walking speed by 5 feet.\n\nYou gain proficiency in the Acrobatics or Athletics skill. If you’re already proficient in the skill, your proficiency bonus is doubled for any check you make with it.", :key :squat-nimbleness, :name "Squat Nimbleness", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:acrobatics true, :athletics true}, :speed 5}}, :quick-fingered {:ability-increases #{:orcpub.dnd.e5.character/dex}, :description "Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:\n\nIncrease your Dexterity score by 1, to a maximum of 20. \n\nYou gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nAs a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. ", :key :quick-fingered, :name "Quick-Fingered", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:sleight-of-hand true}}}, :perceptive- {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "You hone your senses until they become razor sharp. You gain the following benefits:\n\nIncrease your Wisdom score by 1, to a maximum of 20.\n\nYou gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nBeing in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.", :key :perceptive-, :name "Perceptive ", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:perception true}}}, :acrobat {:ability-increases #{:orcpub.dnd.e5.character/dex}, :description "You become more nimble, gaining the following benefits:\n\nIncrease your Dexterity score by 1, to a maximum of 20.\n\nYou gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nAs a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn", :key :acrobat, :name "Acrobat", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:acrobatics true}}}, :fey-teleportation {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "Prerequisite: Elf (high)\n\nDrawing on your fey ancestry, you have learned how to teleport. You gain the following benefits:\n\nIncrease your Intelligence score by 1, to a maximum of 20.\n\nYou learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.", :key :fey-teleportation, :name "Fey Teleportation", :option-pack "All Feats", :prereqs #{}}, :prodigy- {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/wis}, :description "Prerequisite: Half-elf or human\n\nYou have a knack for learning new things. You gain the following benefits:\n\nIncrease one ability score of your choice by 1, to a maximum of 20.\n\nYou gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.", :key :prodigy-, :name "Prodigy ", :option-pack "All Feats", :prereqs #{}, :props {:language-choice 1}}, :grudge-bearer {:ability-increases #{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/wis}, :description "Prerequisite: Dwarf\n\nYou have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:\n\nIncrease your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.\n\nDuring the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.\n\nWhen any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.\n\nWhenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient", :key :grudge-bearer, :name "Grudge-Bearer", :option-pack "All Feats", :prereqs #{}}, :moderately-armored {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "Prerequisite: Proficiency with light armor\n\nYou have trained to master the use of medium armor and shields, gaining the following benefit:\n\nIncrease your Strength or Dexterity score by 1, to a maximum of 20.\n\nYou gain proficiency with medium armor and shields.", :key :moderately-armored, :name "Moderately Armored", :option-pack "All Feats", :prereqs #{}, :props {:armor-prof {:medium true, :shields true}}}, :flames-of-phlegethos {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/int}, :description "Prerequisite: Tiefling\n\nYou learn to call on hellfire to serve your commands. You gain the following benefits:\n\nIncrease your Intelligence or Charisma score by 1, to a maximum of 20.\n\nWhen you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\n\nWhenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.", :key :flames-of-phlegethos, :name "Flames of Phlegethos", :option-pack "All Feats", :prereqs #{}}, :defensive-duelist {:ability-increases #{}, :description "When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.", :key :defensive-duelist, :name "Defensive Duelist", :option-pack "All Feats", :prereqs #{:orcpub.dnd.e5.character/dex}}, :inspiring-leader {:ability-increases #{}, :description "Prerequisite: Charisma 13 or higher\n\nYou can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you.\n\nEach creature can gain temporary hit points equal to your level + your Charisma modifier.\n\nA creature can't gain temporary hit points from this feat again until it has finished a short or long rest.", :key :inspiring-leader, :name "Inspiring Leader", :option-pack "All Feats", :prereqs #{:orcpub.dnd.e5.character/cha}}, :weapon-master {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "You have practiced extensively with a variety of weapons, gaining the following benefits:\n\nIncrease your Strength or Dexterity score by 1, to a maximum of 20.\n\nYou gain proficiency with four simple or martial weapons of your choice.", :key :weapon-master, :name "Weapon Master", :option-pack "All Feats", :prereqs #{}, :props {:weapon-prof-choice 4}}, :keen-mind {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.\n\nIncrease your Intelligence score by 1, to a maximum of 20.\n\nYou always know which way is north.\n\nYou always know the number of hours left before the next sunrise or sunset.\n\nYou can accurately recall anything you have seen or heard within the past month.", :key :keen-mind, :name "Keen Mind", :option-pack "All Feats", :prereqs #{}}, :menacing {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You become fearsome to others, gaining the following benefits:\n\nIncrease your Charisma score by 1, to a maximum of 20.\n\nYou gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nWhen you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.", :key :menacing, :name "Menacing", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:intimidation true}}}, :great-weapon-master {:ability-increases #{}, :description "You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:\n\nOn your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.\n\nBefore you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.", :key :great-weapon-master, :name "Great Weapon Master", :option-pack "All Feats", :prereqs #{}}, :investigator- {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You have an eye for detail and can pick out the smallest clues. You gain the following benefits:\n\nIncrease your Intelligence score by 1, to a maximum of 20.\n\nYou gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nYou can take the Search action as a bonus action.", :key :investigator-, :name "Investigator ", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:investigation true}}}, :gourmand {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:\n\nIncrease your Constitution score by 1, to a maximum of 20.\n\nYou gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.\n\nAs an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.\n\nDuring a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.", :key :gourmand, :name "Gourmand", :option-pack "All Feats", :prereqs #{}}, :survivalist {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "You master wilderness lore, gaining the following benefits:\n\nIncrease your Wisdom score by 1, to a maximum of 20. \n\nYou gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. \n\nYou learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.", :key :survivalist, :name "Survivalist", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:intimidation false, :survival true}}}, :skilled {:ability-increases #{}, :description "You gain proficiency in any combination of 3 skills or tools of your choice.", :key :skilled, :name "Skilled", :option-pack "All Feats", :prereqs #{}}, :mage-slayer {:ability-increases #{}, :description "You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:\n\nWhen a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.\n\nWhen you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.\n\nYou have advantage on saving throws against spells cast by creatures within 5 feet of you.", :key :mage-slayer, :name "Mage Slayer", :option-pack "All Feats", :prereqs #{}}, :skulker {:ability-increases #{}, :description "Prerequisite: Dexterity 13 or higher\n\nYou are expert at slinking through shadows. You gain the following benefits:\n\nYou can try to hide when you are lightly obscured from the creature from which you are hiding.\n\nWhen you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.\n\nDim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.", :key :skulker, :name "Skulker", :option-pack "All Feats", :prereqs #{:orcpub.dnd.e5.character/dex}}, :lucky {:ability-increases #{}, :description "You have inexplicable luck that seems to kick in at just the right moment.\nYou have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.\nYou can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.\nIf more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.", :key :lucky, :name "Lucky", :option-pack "All Feats", :prereqs #{}}, :infernal-constitution {:ability-increases #{}, :description "Prerequisite: Tiefling\n\nFiendish blood runs strong in you. You gain the following benefits:\n\nIncrease your Constitution score by 1, up to a maximum of 20.\n\nYou have resistance to cold and poison damage.\n\nYou have advantage on saving throws against being poisoned.", :key :infernal-constitution, :name "Infernal Constitution", :option-pack "All Feats", :prereqs #{}}, :wonder-maker {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :description "Prerequisite: Gnome (rock)\n\nYou master the tinker techniques of your people. You gain the following benefits:\n\nIncrease your Dexterity or Intelligence score by 1, to a maximum of 20.\n\nWhen you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.\n\nWhen you make a device with your Tinker trait, you have the following additional options for what you make:\n\nAlarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.\n\nCalculator. This device makes doing sums easy.\n\nLifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.\n\nTimekeeper. This pocket watch keeps accurate time.\n\nWeather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.", :key :wonder-maker, :name "Wonder Maker", :option-pack "All Feats", :prereqs #{}}, :observant {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :description "Quick to notice details of your environment, you gain the following benefits:\n\nIncrease your Intelligence or Wisdom score by 1, to a maximum of 20.\n\nIf you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.\n\nYou have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.", :key :observant, :name "Observant", :option-pack "All Feats", :prereqs #{}, :props {:passive-investigation-5 true, :passive-perception-5 true}}, :diplomat- {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You master the arts of diplomacy, gaining the following benefits:\n\nIncrease your Charisma score by 1, to a maximum of 20.\n\nYou gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.\n\nIf you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.", :key :diplomat-, :name "Diplomat ", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:persuasion true}}}, :burgler {:ability-increases #{:orcpub.dnd.e5.character/dex}, :description "You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:\n\nIncrease your Dexterity score by 1, to a maximum of 20.\n\nYou gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.", :key :burgler, :name "Burgler", :option-pack "All Feats", :prereqs #{}, :props {:skill-tool-choice 1}}, :animal-handler {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "You master the techniques needed to train and handle animals. You gain the following benefits:\n\nIncrease your Wisdom score by 1, to a maximum of 20.\n\nYou gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nYou can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. \n", :key :animal-handler, :name "Animal Handler", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:animal-handling true}}}, :tavern-brawler {:ability-increases #{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:\n\nIncrease your Strength or Constitution score by 1, to a maximum of 20.\n\nYou are proficient with improvised weapons.\n\nYour unarmed strikes use a d4 for damage.\n\nWhen you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.", :key :tavern-brawler, :name "Tavern Brawler", :option-pack "All Feats", :prereqs #{}}, :mobile {:ability-increases #{}, :description "You are exceptionally speedy and agile. You gain the following benefits:\n\nYour speed increases by 10 feet.\n\nWhen you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.\n\nWhen you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.", :key :mobile, :name "Mobile", :option-pack "All Feats", :prereqs #{}, :props {:speed 10}}, :lightly-armored {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "You have trained to master the use of light armor, gaining the following benefits:\n\nIncrease your Strength or Dexterity score by 1, to a maximum of 20.\n\nYou gain proficiency with light armor.", :key :lightly-armored, :name "Lightly Armored", :option-pack "All Feats", :prereqs #{}, :props {:armor-prof {:light true}}}, :historian {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "Your study of history rewards you with the following benefits:\n\nIncrease your Intelligence score by 1, to a maximum of 20.\n\nYou gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nWhen you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.", :key :historian, :name "Historian", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:history true}}}, :alchemist {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:\n\nIncrease your Intelligence score by 1, to a maximum of 20.\n\nYou gain proficiency with alchemist’s supplies. If you are already proficient with them, you double your proficiency bonus to checks you make with them.\n\nAs an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.\n\nOver the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.", :key :alchemist, :name "Alchemist", :option-pack "All Feats", :prereqs #{}, :props {:skill-tool-choice 1}}, :polearm-master {:ability-increases #{}, :description "You can keep your enemies at bay with reach weapons. You gain the following benefits:\n\nWhen you take the Attack action and attack with only a glaive, halberd, pike, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.\n\nWhile you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.", :key :polearm-master, :name "Polearm Master", :option-pack "All Feats", :prereqs #{}}, :healer {:ability-increases #{}, :description "You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:\n\nWhen you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.\n\nAs an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.", :key :healer, :name "Healer", :option-pack "All Feats", :prereqs #{}}, :elven-accuracy {:ability-increases #{:orcpub.dnd.e5.character/dex}, :description "Prerequisite: Elf or half-elf\n\nYou have uncanny aim. You gain the following benefits:\n\nIncrease your Dexterity score by 1, to a maximum of 20.\n\nWhenever you have advantage on an attack roll, you can re-roll one of the dice once.", :key :elven-accuracy, :name "Elven Accuracy", :option-pack "All Feats", :prereqs #{}}, :dragon-hide {:ability-increases #{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Prerequisite: Dragonborn\n\nYou inherited the might and majesty of your dragon ancestors. You gain the following benefits:\n\nIncrease your Strength or Charisma score by 1, up to a maximum of 20.\n\nYou grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\n\nYour scales harden; you gain a +1 bonus to AC while you aren’t wearing armor.", :key :dragon-hide, :name "Dragon Hide", :option-pack "All Feats", :prereqs #{}}, :crossbow-expert {:ability-increases #{}, :description "Thanks to extensive practice with the crossbow, you gain the following benefits:\n\nYou ignore the loading quality of crossbows with which you are proficient.\n\nBeing within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.\n\nWhen you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.", :key :crossbow-expert, :name "Crossbow Expert", :option-pack "All Feats", :prereqs #{}}, :spell-sniper {:ability-increases #{}, :description "Prerequisite: The ability to cast at least one spell\n\nYou have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:\n\nWhen you cast a spell that requires you to make an attack roll, the spell’s range is doubled.\n\nYour ranged spell attacks ignore half cover and three-quarters cover.\n\nYou learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", :key :spell-sniper, :name "Spell Sniper", :option-pack "All Feats", :prereqs #{:spellcasting}}, :athlete {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "You have undergone extensive physical training to gain the following benefits:\n\nIncrease your Strength or Dexterity score by 1, to a maximum of 20.\n\nWhen you are prone, standing up uses only 5 feet of your movement.\n\nClimbing doesn’t cost you extra movement.\n\nYou can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.", :key :athlete, :name "Athlete", :option-pack "All Feats", :prereqs #{}}, :war-caster {:ability-increases #{}, :description "Prerequisite: The ability to cast at least one spell\n\nYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits\n\nYou have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.\n\nYou can perform the somatic components of spells even when you have weapons or a shield in one or both hands.\n\nWhen a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. \nThe spell must have a casting time of 1 action and must target only that creature.", :key :war-caster, :name "War Caster", :option-pack "All Feats", :prereqs #{:spellcasting}}, :orcish-aggression {:ability-increases #{}, :description "Prerequisite: Half-orc\n\nAs a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.", :key :orcish-aggression, :name "Orcish Aggression", :option-pack "All Feats", :prereqs #{}}, :dwarf-resilience {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "Prerequisite: Dwarf\n\nYou have the blood of dwarf heroes flowing through your veins. You gain the following benefits:\n\nIncrease your Constitution score by 1, to a maximum of 20.\n\nWhenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).", :key :dwarf-resilience, :name "Dwarf Resilience", :option-pack "All Feats", :prereqs #{}}, :theologian- {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "Your extensive study of religion rewards you with the following benefits:\n\nIncrease your Intelligence score by 1, to a maximum of 20.\n\nYou gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nYou learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. ", :key :theologian-, :name "Theologian ", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:religion true}}}, :durable {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "Hardy and resilient, you gain the following benefits:\n\nIncrease your Constitution score by 1, to a maximum of 20.\n\nWhen you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).", :key :durable, :name "Durable", :option-pack "All Feats", :prereqs #{}}, :performer {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You master performance so that you can command any stage. You gain the following benefits:\n\nIncrease your Charisma score by 1, to a maximum of 20.\nYou gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\nWhile performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.", :key :performer, :name "Performer", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:performance true}}}, :actor {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "Skilled at mimicry and dramatics, you gain the following benefits:\n\nIncrease your Charisma score by 1, to a maximum of 20.\n\nYou have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.\n\nYou can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.\n", :key :actor, :name "Actor", :option-pack "All Feats", :prereqs #{}}, :fade-away {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "Prerequisite: Gnome\n\nYou can draw on your magical heritage to escape danger. You gain the following benefits:\n\nIncrease your Intelligence score by 1, up to a maximum of 20.\n\nWhen you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.", :key :fade-away, :name "Fade Away", :option-pack "All Feats", :prereqs #{}}, :brawny- {:ability-increases #{:orcpub.dnd.e5.character/str}, :description "You become stronger, gaining the following benefits:\n\nIncrease your Strength score by 1, to a maximum of 20.\n\nYou gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.\n\nYou count as if you were one size larger for the purpose of determining your carrying capacity", :key :brawny-, :name "Brawny ", :option-pack "All Feats", :prereqs #{}, :props {:skill-prof-or-expertise {:athletics true}}}, :dual-wielder {:ability-increases #{}, :description "You master fighting with two weapons, gaining the following benefits:\n\nYou gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.\n\nYou can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.\n\nYou can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.", :key :dual-wielder, :name "Dual Wielder", :option-pack "All Feats", :prereqs #{}, :props {:two-weapon-ac-1 true, :two-weapon-any-one-handed true}}}}, "Elemental Evil (110818)" {:orcpub.dnd.e5/backgrounds {}, :orcpub.dnd.e5/feats {:svirfneblin-magic {:ability-increases #{}, :description "Requires: Gnome (Deep/Svirfneblin) only\nYou have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetectionon yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest", :key :svirfneblin-magic, :name "Svirfneblin Magic", :option-pack "Elemental Evil", :path-prereqs {:race {:gnome true}}, :prereqs #{}}}, :orcpub.dnd.e5/languages {:aarakocra {:key :aarakocra, :name "Aarakocra", :option-pack "Elemental Evil"}, :auran {:key :auran, :name "Auran", :option-pack "Elemental Evil"}}, :orcpub.dnd.e5/races {:aarakocra {:key :aarakocra, :speed 25, :name "Aarakocra", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Elemental Evil", :languages #{"Aarakocra" "Auran" "Common"}, :props {:flying-speed 50}, :traits [{:description "You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.", :name "Flight"} {:description "You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.", :name "Talons"}]}, :genasi {:abilities {:orcpub.dnd.e5.character/con 2}, :key :genasi, :languages #{"Common" "Primordial"}, :name "Genasi", :option-pack "Elemental Evil", :size :medium, :speed 30, :traits []}, :goliath {:key :goliath, :speed 30, :name "Goliath", :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Elemental Evil", :languages #{"Common" "Giant"}, :props {:skill-prof {:athletics true}}, :traits [{:description "You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.", :name "Stone’s Endurance"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"} {:description "You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.", :name "Mountain Born"}]}}, :orcpub.dnd.e5/spells {:whirlwind {:description "A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-footradius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.\nA restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.", :key :whirlwind, :school "evocation", :name "Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Elemental Evil", :components {:material true, :material-component "a piece of straw", :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.", :key :whirlwind, :school "evocation", :name "Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Elemental Evil", :components {:material true, :material-component "a piece of straw", :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "300 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "300 feet"}, :shape-water {:description "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\n• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.\n• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n• You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n• You freeze the water, provided that there are no crea-tures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :shape-water, :school "transmutation", :name "Shape Water", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :elemental-bane {:description "Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", :key :elemental-bane, :school "transmutation", :name "Elemental Bane", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :warlock true, :wizard true}, :range "90 feet"}, :skywrite {:description "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.", :key :skywrite, :school "transmutation", :name "Skywrite", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :ritual true, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.", :key :skywrite, :school "transmutation", :name "Skywrite", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :wizard true}, :range "Sight"}], :casting-time "1 action (ritual)", :spell-lists {:bard true, :druid true, :wizard true}, :range "Sight"}, :melf-s-minute-meteors {:description "You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.", :key :melf-s-minute-meteors, :school "evocation", :name "Melf’s Minute Meteors", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "niter, sulfur, and pine tar formed into a bead", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "Self"}, :frostbite {:description "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :frostbite, :school "evocation", :name "Frostbite", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :dust-devil {:description "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.\nAny creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.\nAs a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :dust-devil, :school "conjuration", :name "Dust Devil", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:material true, :material-component "a pinch of dust", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :earth-tremor {:description "You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :earth-tremor, :school "evocation", :name "Earth Tremor", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :earth-tremor, :school "evocation", :name "Earth Tremor", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "Self (10-foot radius)"}], :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :wizard true}, :range "10 feet"}, :beast-bond {:description "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.", :key :beast-bond, :school "divination", :name "Beast Bond", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "Elemental Evil", :components {:material true, :material-component "a bit of fur wrapped in a cloth", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :transmute-rock {:description "You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.\nTransmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.\nThe ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTransmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by 23 Chapter 2 | Spells succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.", :key :transmute-rock, :school "transmutation", :name "Transmute Rock", :duration "Until dispelled", :level 5, :option-pack "Elemental Evil", :components {:material true, :material-component "clay and water", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.\n\nTransmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration.\nIf you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nTransmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.", :key :transmute-rock, :school "transmutation", :name "Transmute Rock", :duration "Instantaneous", :level 5, :option-pack "Elemental Evil", :components {:material true, :material-component "clay and water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}], :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}, :thunderclap {:description "You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school "evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school "evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self (5-foot radius)"}], :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :storm-sphere {:description "A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.", :key :storm-sphere, :school "evocation", :name "Storm Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :investiture-of-ice {:description "Until the spell ends, ice rimes your body, and you gain the following benefits:\n• You are immune to cold damage and have resistance to fire damage.\n• You can move across difficult terrain created by ice or snow without spending extra movement.\n• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", :key :investiture-of-ice, :school "transmutation", :name "Investiture of Ice", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :ice-knife {:description "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", :key :ice-knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of water or piece of ice", :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", :key :ice-knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of water or piece of ice", :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :snilloc-s-snowball-swarm {:description "A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", :key :snilloc-s-snowball-swarm, :school "evocation", :name "Snilloc’s Snowball Swarm", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:material true, :material-component "a piece of ice or a small white rock chip", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}, :control-winds {:description "You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.\nGusts: A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\nDowndraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.\nUpdraft: You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.", :key :control-winds, :school "transmutation", :name "Control Winds", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "300 feet"}, :watery-sphere {:description "You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.\nAny creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.\nThe sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.", :key :watery-sphere, :school "conjuration", :name "Watery Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:material true, :material-component "a droplet of water", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.\nAny creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.\nThe sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.", :key :watery-sphere, :school "conjuration", :name "Watery Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:material true, :material-component "a droplet of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "90 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "90 feet"}, :magic-stone {:description "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.\nIf you cast this spell again, the spell ends on any pebbles still affected by your previous casting.", :key :magic-stone, :school "transmutation", :name "Magic Stone", :duration "1 minute", :level 0, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.\nIf you cast this spell again, the spell ends early on any pebbles still affected by it", :key :magic-stone, :school "transmutation", :name "Magic Stone", :duration "1 minute", :level 0, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :warlock true}, :range "Touch"}], :casting-time "1 bonus action", :spell-lists {:druid true, :warlock true}, :range "Touch"}, :abi-dalzims-horrid-wilting {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.\nNonmagical plants in the area that are n't creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Elemental Evil", :components {:material true, :material-component "a bit of sponge", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.\nNonmagical plants in the area that are n't creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Xanathars Guide to Everything (arandomstringofnum#2919)", :components {:material true, :material-component "a bit of sponge", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :control-flames {:description "You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:\n• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.\n• You instantaneously extinguish the flames within the cube.\n• You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.\n• You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :control-flames, :school "transmutation", :name "Control Flames", :duration "Instantaneous or 1 hour ", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :pyrotechnics {:description "Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.\nFireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\nSmoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.", :key :pyrotechnics, :school "transmutation", :name "Pyrotechnics", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.\nFireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\nSmoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.", :key :pyrotechnics, :school "transmutation", :name "Pyrotechnics", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "60 feet"}], :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "60 feet"}, :wall-of-sand {:description "You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.", :key :wall-of-sand, :school "evocation", :name "Wall of Sand", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "a handful of sand", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "90 feet"}, :maelstrom {:description "A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.", :key :maelstrom, :school "evocation", :name "Maelstrom", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Elemental Evil", :components {:material true, :material-component "paper or leaf in the shape of a funnel", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :wall-of-water {:description "You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.\nAny ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.", :key :wall-of-water, :school "evocation", :name "Wall of Water", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :maximilian-s-earthen-grasp {:description "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.\nAs an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.", :key :maximilian-s-earthen-grasp, :school "transmutation", :name "Maximilian’s Earthen Grasp", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:material true, :material-component "a miniature hand sculpted from clay", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.\nAs an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.", :key :maximilian-s-earthen-grasp, :school "transmutation", :name "Maximilian’s Earthen Grasp", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:material true, :material-component "a miniature hand sculpted from clay", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "30 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "30 feet"}, :earthbind {:description "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.", :key :earthbind, :school "transmutation", :name "Earthbind", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.", :key :earthbind, :school "transmutation", :name "Earthbind", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}, :tidal-wave {:description "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration "Instantaneous", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of water", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration "Instantaneous", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "120 feet"}, :bones-of-the-earth {:description "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot diameter portion of the area requires at least 1 minute to clear by hand.\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.\nIf a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.", :key :bones-of-the-earth, :school "transmutation", :name "Bones of the Earth", :duration "Instantaneous", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.\nIf a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.\nAt Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.", :key :bones-of-the-earth, :school "transmutation", :name "Bones of the Earth", :duration "Instantaneous", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}], :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :create-bonfire {:description "You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.\nThe bonfire ignites flammable objects in its area that aren’t being worn or carried.\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :create-bonfire, :school "conjuration", :name "Create Bonfire", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :create-bonfire, :school "conjuration", :name "Create Bonfire", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :warding-wind {:description "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:\n• It deafens you and other creatures in its area.\n• It extinguishes unprotected flames in its area that are torch-sized or smaller.\n• It hedges out vapor, gas, and fog that can be dispersed by strong wind.\n• The area is difficult terrain for creatures other than you.\n• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.", :key :warding-wind, :school "evocation", :name "Warding Wind", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "Elemental Evil", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.\nThe wind has the following effects:\n• It deafens you and other creatures in its area.\n• It extinguishes unprotected flames in its area that are torch-sized or smaller.\n• The area is difficult terrain for creatures other than you.\n• The attack rolls of ranged weapon attacks have disad-vantage if they pass in or out of the wind.\n• It hedges out vapor, gas, and fog that can be dispersed by strong wind.", :key :warding-wind, :school "evocation", :name "Warding Wind", :duration "1 action", :level 2, :option-pack "Elemental Evil", :components {:verbal true}, :casting-time "Concentration, up to 10 minutes", :spell-lists {:bard true, :druid true, :sorcerer true}, :range "Self"}], :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :wizard true}, :range "Self"}, :flame-arrows {:description "You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.", :key :flame-arrows, :school "transmutation", :name "Flame Arrows", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Elemental Evil", :components {:material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true, :sorcerer true, :wizard true}, :range "Touch"}, :absorb-elements {:description "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", :key :absorb-elements, :school "abjuration", :name "Absorb Elements", :duration "1 round", :level 1, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :vitriolic-sphere {:description "You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.", :key :vitriolic-sphere, :school "evocation", :name "Vitriolic Sphere", :duration "Instantaneous", :level 4, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of giant slug bile", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.", :key :vitriolic-sphere, :school "evocation", :name "Vitriolic Sphere", :duration "Instantaneous", :level 4, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of giant slug bile", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :aganazzar-s-scorcher {:description "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :aganazzar-s-scorcher, :school "evocation", :name "Aganazzar’s Scorcher", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:material true, :material-component "a red dragon’s scale", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "30 feet"}, :mold-earth {:description "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\n• If you target an area of loose earth, you can instan-taneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.\n• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shap-ing patterns. The changes last for 1 hour.\n• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :mold-earth, :school "transmutation", :name "Mold Earth", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :catapult {:description "Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", :key :catapult, :school "transmutation", :name "Catapult", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", :key :catapult, :school "transmutation", :name "Catapult", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "60 feet"}, :investiture-of-wind {:description "Until the spell ends, wind whirls around you, and you gain the following benefits:\n• Ranged weapon attacks made against you have disad-vantage on the attack roll.\n• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can some-how prevent it.\n• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", :key :investiture-of-wind, :school "transmutation", :name "Investiture of Wind", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :erupting-earth {:description "Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.", :key :erupting-earth, :school "transmutation", :name "Erupting Earth", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "a piece of obsidian", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :investiture-of-stone {:description "Until the spell ends, bits of rock spread across your body, and you gain the following benefits:\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\n• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", :key :investiture-of-stone, :school "transmutation", :name "Investiture of Stone", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Until the spell ends, bits of rock spread across your body, and you gain the following benefits:\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", :key :investiture-of-stone, :school "transmutation", :name "Investiture of Stone", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :primordial-ward {:description "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.\nWhen you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.", :key :primordial-ward, :school "abjuration", :name "Primordial Ward", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :investiture-of-flame {:description "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:\n• You are immune to fire damage and have resistance to cold damage.\n• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", :key :investiture-of-flame, :school "transmutation", :name "Investiture of Flame", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :immolation {:description "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.\nIf damage from this spell kills a target, the target is turned to ash.", :key :immolation, :school "evocation", :name "Immolation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Elemental Evil", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.\nIf damage from this spell reduces a target to 0 hit points, the target is turned to ash.", :key :immolation, :school "evocation", :name "Immolation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Elemental Evil", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}, :gust {:description "You seize the air and compel it to create one of the following effects at a point you can see within range:\n• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.\n• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", :key :gust, :school "transmutation", :name "Gust", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}}, :orcpub.dnd.e5/subraces {:air-genasi {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :air-genasi, :name "Air Genasi", :option-pack "Elemental Evil", :race :genasi, :spells [{:value {:ability :con, :key :levitate, :level 2}}], :traits [{:description "You can hold your breath indefinitely while you’re not incapacitated.", :name "Unending Breath"} {:description "You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.", :name "Mingle with the Wind"}]}, :earth-genasi {:abilities {:orcpub.dnd.e5.character/str 1}, :key :earth-genasi, :name "Earth Genasi", :option-pack "Elemental Evil", :race :genasi, :traits [{:description "You can move across difficult terrain made of earth or stone without expending extra movement.", :name "Earth Walk"} {:description "You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.", :name "Merge with Stone"}]}, :fire-genasi {:key :fire-genasi, :race :genasi, :name "Fire Genasi", :darkvision 60, :spells [{:value {:ability :con, :key :produce-flame}} {:level 3, :value {:ability :con, :key :burning-hands, :level 1}}], :abilities {:orcpub.dnd.e5.character/int 1}, :option-pack "Elemental Evil", :props {:damage-resistance {:fire true}}, :traits [{:description "You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.", :name "Reach to the Blaze"}]}, :water-genasi {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :water-genasi, :name "Water Genasi", :option-pack "Elemental Evil", :props {:damage-resistance {:acid true}}, :race :genasi, :spells [{:value {:ability :con, :key :shape-water}} {:level 3, :value {:ability :con, :key :create-or-destroy-water, :level 1}}], :traits [{:description "You can breathe air and water.", :name "Amphibious"} {:description "You have a swimming speed of 30 feet.", :name "Swim"} {:description "You know the shape water cantrip (see chapter 2). When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.", :name "Call to the Wave"}]}}}, "Mordikainen's Tome of Foes (110818)" {:orcpub.dnd.e5/feats {:svirfneblin-magic {:ability-increases #{}, :description "Prerequisite: Gnome (deep gnome)\nYou have inherited the innate spell casting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.", :key :svirfneblin-magic, :name "Svirfneblin Magic", :option-pack "Mordenkainen's Tome of Foes", :path-prereqs {:race {:gnome true}}, :prereqs #{}, :props {:attack-spell false, :magic-novice false, :ritual-casting false}}}, :orcpub.dnd.e5/languages {:gith {:key :gith, :name "Gith", :option-pack "Mordenkainen's Tome of Foes"}, :kruthik {:key :kruthik, :name "Kruthik", :option-pack "Mordenkainen's Tome of Foes"}}, :orcpub.dnd.e5/monsters {:dire-troll {:key :dire-troll, :int 9, :speed "40 ft. ", :name "Dire Troll", :alignment "chaotic evil", :cha 5, :hit-points {:die 12, :die-count 15, :modifier 75}, :type :giant, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:perception 5}, :str 22, :saving-throws {:cha 2, :wis 5}, :challenge 13, :con 21, :dex 15, :wis 11, :props {:condition-immunity {:frightened true, :poisoned true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:giant true}}, :traits [{:description "The troll has advantage on Wisdom (Perception) checks that rely on smell or sight. ", :name "Keen Senses"} {:description "The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points. ", :name "Regeneration"} {:description "The troll makes five attacks: one with its bite and four with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage. ", :name "Claws", :type :action} {:description "Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one. ", :name "Whirlwind of Claws (Recharge 5-6)", :type :action}]}, :baphomet- {:legendary-actions {:description "Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Baphomet regains spent legendary actions at the start of his turn. "}, :key :baphomet-, :int 18, :speed "40 ft. ", :name "Baphomet ", :alignment "chaotic evil", :cha 16, :hit-points {:die 12, :die-count 19, :modifier 152}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 22, :skills {:intimidation 17, :perception 14}, :str 30, :saving-throws {:con 15, :dex 9, :wis 14}, :challenge 23, :con 26, :dex 14, :wis 24, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone. ", :name "Charge"} {:description "Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: \nAt will: detect magic \n3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone \n1/day: teleport ", :name "Innate Spellcasting"} {:description "Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell. ", :name "Labyrinthine Recall"} {:description "If Baphomet fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Baphomet has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Baphomet's weapon attacks are magical. ", :name "Magic Weapons"} {:description "At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. ", :name "Reckless"} {:description "Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. ", :name "Heartcleaver", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage. ", :name "Core", :type :action} {:description "Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for l minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours. ", :name "Frightful Presence", :type :action} {:description "Baphomet makes a melee attack with Heartcleaver. ", :name "Heartcleaver Attack", :type :legendary-action} {:description "Baphomet moves up to his speed, then makes a gore attack. ", :name "Charge (Costs 2 Actions)", :type :legendary-action}]}, :molydeus {:legendary-actions {:description "The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The molydeus regains spent legendary actions at the start of its turn. "}, :key :molydeus, :int 21, :speed "40 ft. ", :name "Molydeus", :alignment "chaotic evil", :cha 24, :hit-points {:die 12, :die-count 16, :modifier 112}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:perception 20}, :str 28, :saving-throws {:cha 14, :con 14, :int 14, :str 16}, :challenge 21, :con 25, :dex 22, :wis 24, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :frightened true, :poisoned true, :stunned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: \nAt will: dispel magic, polymorph, telekinesis, teleport \n3/day: lightning bolt \n1/day: imprisonment ", :name "Innate Spellcasting"} {:description "If the molydeus fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/Day)"} {:description "The molydeus has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The molydeus's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit. ", :name "Demonic Weapon", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage. ", :name "Wolf Bite", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (ld6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. ", :name "Snakebite", :type :action} {:description "The molydeus makes one attack, either with its demonic weapon or with its snakebite. ", :name "Attack", :type :legendary-action} {:description "The molydeus moves without provoking opportunity attacks. ", :name "Move", :type :legendary-action} {:description "The molydeus casts one spell from its Innate Spellcasting trait. ", :name "Cast a Spell", :type :legendary-action}]}, :amnizu {:key :amnizu, :int 20, :speed "30 ft., fly 40 ft. ", :name "Amnizu", :damage-immunities "fire, poison", :alignment "lawful evil", :cha 18, :hit-points {:die 8, :die-count 27, :modifier 81}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 21, :skills {:perception 7}, :str 11, :saving-throws {:cha 10, :con 9, :dex 7, :wis 7}, :challenge 18, :con 16, :dex 13, :condition-immunities "charmed, poisoned", :wis 12, :languages "common, infernal, telepathy 1 000 ft", :props {:condition-immunity {:charmed true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :infernal true, :telepathy-1-000-ft- true, :telepathy-120ft- false}}, :traits [{:description "Magical darkness doesn't impede the amnizu's darkvision. ", :name "Devil's Sight"} {:description "The amnizu's innate spellcasting ability is Intelligence (spell save 19, + 11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: \nAt will: charm person, command \n3/day each: dominate person, fireball \n1/day each: dominate monster, feeblemind ", :name "Innate Spellcasting"} {:description "The amnizu has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage. ", :name "Taskmaster Whip", :type :action} {:description "Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage. ", :name "Disruptive Touch", :type :action} {:description "The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu's next turn. ", :name "Poison Mind", :type :action} {:description "The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. ", :name "Forgetfulness (Recharge 6)", :type :action} {:description "When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours. ", :name "Reaction: Instinctive Charm"}]}, :autumn-eladrin {:key :autumn-eladrin, :int 14, :speed "30 ft. ", :name "Autumn Eladrin", :alignment "chaotic neutral", :cha 18, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :fey, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:insight 7, :medicine 7}, :str 12, :challenge 10, :con 16, :dex 16, :wis 17, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true, :elvish true, :sylvan true}}, :traits [{:description "Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success. ", :name "Enchanting Presence"} {:description "As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. ", :name "Fey Step (Recharge 4-6)"} {:description "The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: calm emotions, sleep \n3/day each: cure wounds (as a 5th-level spell), lesser restoration \n1/day each: greater restoration, heal, raise dead ", :name "Innate Spellcasting"} {:description "The eladrin has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 18 (4d8) psychic damage. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) psychic damage. ", :name "Longbow", :type :action} {:description "If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker. ", :name "Reaction: Foster Peace"}]}, :alkilith {:key :alkilith, :int 6, :speed "40 ft. ", :name "Alkilith", :alignment "chaotic evil", :cha 7, :hit-points {:die 8, :die-count 15, :modifier 90}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:stealth 8}, :str 12, :saving-throws {:con 10, :dex 8}, :challenge 11, :con 22, :dex 19, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:acid true, :bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:understands-abyssal-but-cant-speak true}}, :traits [{:description "The alkilith can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus. ", :name "False Appearance"} {:description "Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness. ", :name "Foment Madness"} {:description "The alkilith has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The alkilith makes three tentacle attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage. ", :name "Tentacle", :type :action}]}, :cambion-orcus-variant- {:key :cambion-orcus-variant-, :int 14, :speed "30ft., fly 60ft.", :name "Cambion (Orcus Variant)", :alignment "any evil alignment", :cha 16, :hit-points {:die 8, :die-count 11, :modifier 33}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 6, :intimidation 6, :perception 4, :stealth 7}, :str 18, :saving-throws {:cha 6, :con 6, :int 5, :str 7}, :challenge 5, :con 16, :dex 18, :wis 12, :languages "abyssal, common, infernal", :props {:damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :poison true, :slashing true}, :language {:abyssal true, :common true, :infernal true}}, :traits [{:description "The AC of the cambion includes its Charisma bonus.", :name "Fiendish Blessing"} {:description "The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: \n3/day each: alter self, command, detect magic\n1/day: plane shift (self only)", :name "Innate Spellcasting"} {:description "The cambion makes two melee attacks or uses its Fire Ray twice.", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1 d6) fire damage.", :name "Spear", :type :action} {:description "Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit: 10 (3d6) fire damage.", :name "Fire Ray", :type :action} {:description "At the end of each of the cambion's turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points, provided the cambion isn't incapacitated. In addition, this cambion can use its Innate Spellcasting ability to cast animate dead three times per day. ", :name "Spawn of the Grave"}]}, :skull-lord {:legendary-actions {:description "The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The skull lord regains spent legendary actions at the start of its turn. "}, :key :skull-lord, :int 16, :speed "30 ft. ", :name "Skull Lord", :alignment "lawful evil", :cha 21, :hit-points {:die 8, :die-count 14, :modifier 42}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:athletics 7, :history 8, :perception 12, :stealth 8}, :str 14, :challenge 15, :con 17, :dex 16, :wis 15, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :frightened true, :poisoned true, :stunned true, :unconscious true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "If the skull lord fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there. ", :name "Master of the Grave"} {:description "If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ", :name "Evasion"} {:description "The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells: \nCantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp \n1st level (4 slots): magic missile, expeditious retreat, thunderwave \n2nd level (3 slots): mirror image, scorching ray \n3rd level (3 slots): fear, haste \n4th level (3 slots): dimension door, ice storm \n5th level (2 slots): cloudkill, cone of cold \n6th level (1 slot): eyebite \n7th level (1 slot): finger of death ", :name "Spellcasting"} {:description "The skull lord makes three bone staff attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Ateack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage. ", :name "Bone Staff", :type :action} {:description "The skull lord makes a bone staff attack. ", :name "Bone Staff (Costs 2 Actions)", :type :legendary-action} {:description "The skull lord casts a cantrip. ", :name "Cantrip", :type :legendary-action} {:description "The skull lord moves up to its speed without provoking opportunity attacks. ", :name "Move", :type :legendary-action} {:description "Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time. ", :name "Summon Undead (Costs 3 Actions)", :type :legendary-action}]}, :tortle {:key :tortle, :int 11, :speed "30 ft. ", :name "Tortle", :alignment "lawful good", :cha 12, :hit-points {:die 8, :die-count 4, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:athletics 4, :survival 3}, :str 15, :challenge 0.25, :con 12, :dex 10, :wis 13, :props {:language {:aquan true, :common true}}, :traits [{:description "The tortle can hold its breath for 1 hour. ", :name "Hold Breath"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action} {:description "Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage. ", :name "Light Crossbow", :type :action} {:description "The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge. ", :name "Shell Defense", :type :action}]}, :sword-wraith-warrior {:key :sword-wraith-warrior, :int 6, :speed "30 ft. ", :name "Sword Wraith Warrior", :alignment "lawful evil", :cha 10, :hit-points {:die 8, :die-count 6, :modifier 18}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 18, :challenge 3, :con 17, :dex 12, :wis 9, :props {:condition-immunity {:frightened true, :poisoned true, :unconscious true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "As a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn. ", :name "Martial Fury"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. ", :name "Longbow", :type :action}]}, :venom-troll {:key :venom-troll, :int 7, :speed "30 ft. ", :name "Venom Troll", :alignment "chaotic evil", :cha 7, :hit-points {:die 10, :die-count 9, :modifier 45}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:perception 2}, :str 18, :challenge 7, :con 20, :dex 13, :wis 9, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:giant true}}, :traits [{:description "The troll has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage. ", :name "Poison Splash"} {:description "The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "The troll makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach S ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) poison damage. ", :name "Claws", :type :action} {:description "The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Venom Spray (Recharge 6)", :type :action}]}, :sword-wraith-commander {:key :sword-wraith-commander, :int 11, :speed "30 ft. ", :name "Sword Wraith Commander", :alignment "lawful evil", :cha 14, :hit-points {:die 8, :die-count 15, :modifier 60}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:perception 4}, :str 18, :challenge 8, :con 18, :dex 14, :wis 12, :props {:condition-immunity {:frightened true, :poisoned true, :unconscious true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn. ", :name "Martial Fury"} {:description "The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead. ", :name "Turning Defiance"} {:description "The sword wraith makes two weapon attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ", :name "Longbow", :type :action} {:description "To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count. ", :name "Call to Honor (1/Day)", :type :action}]}, :canoloth {:key :canoloth, :int 5, :speed "50 ft. ", :name "Canoloth", :alignment "neutral evil", :cha 12, :hit-points {:die 8, :die-count 16, :modifier 48}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:investigation 3, :perception 9}, :str 18, :challenge 8, :con 17, :dex 10, :wis 17, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted. ", :name "Dimensional Lock"} {:description "The canoloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The canoloth's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The canoloth can't be surprised while it isn't incapacitated. ", :name "Uncanny Senses"} {:description "The canoloth makes two attacks: one with its tongue or its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. ", :name "Claws", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue. ", :name "Tongue", :type :action}]}, :nabassu {:key :nabassu, :int 14, :speed "40 ft., fly 60 ft. ", :name "Nabassu", :alignment "chaotic evil", :cha 17, :hit-points {:die 8, :die-count 20, :modifier 100}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:perception 7}, :str 22, :saving-throws {:dex 7, :str 11}, :challenge 15, :con 21, :dex 14, :wis 15, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light. ", :name "Demonic Shadows"} {:description "A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell. ", :name "Devour Soul"} {:description "The nabassu has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The nabassu's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack:+ 11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) piercing damage. ", :name "Bite ", :type :action} {:description "The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control. ", :name "Soul-Stealing Gaze", :type :action}]}, :adult-oblex-arcana-proficiency-variant- {:key :adult-oblex-arcana-proficiency-variant-, :int 19, :speed "20 ft. ", :name "Adult Oblex (Arcana Proficiency Variant)", :alignment "lawful evil", :cha 15, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :ooze, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:arcana 7, :deception 5, :perception 4}, :str 8, :saving-throws {:cha 5, :int 7}, :challenge 5, :con 16, :dex 19, :wis 12, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :prone true}, :language {:common-plus-two-more-languages true}}, :traits [{:description "The oblex can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ", :name "Aversion to Fire"} {:description "The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: \n3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell) ", :name "Innate Spellcasting"} {:description "As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. ", :name "Sulfurous Impersonation"} {:description "The oblex makes one pseudopod attack and uses Eat Memories. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus S (2d4) psychic damage. ", :name "Pseudopod", :type :action} {:description "The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies. ", :name "Eat Memories", :type :action}]}, :spring-eladrin {:key :spring-eladrin, :int 18, :speed "30 ft. ", :name "Spring Eladrin", :alignment "chaotic neutral", :cha 18, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :fey, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 8, :persuasion 8}, :str 14, :challenge 10, :con 16, :dex 16, :wis 11, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true, :elvish true, :sylvan true}}, :traits [{:description "As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. ", :name "Fey Step (Recharge 4-6)"} {:description "The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: charm person, Tasha's hideous laughter \n3/day each: confusion, enthrall, suggestion \n1/day each: hallucinatory terrain, Otto's irresistible dance ", :name "Innate Spellcasting"} {:description "Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature be-comes immune to any eladrin's Joyful Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. ", :name "Joyful Presence"} {:description "The eladrin has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 4 (1d8) psychic damage. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage. ", :name "Longbow", :type :action}]}, :drow-favored-consort {:key :drow-favored-consort, :int 18, :speed "30 ft. ", :name "Drow Favored Consort", :alignment "neutral evil", :cha 18, :hit-points {:die 8, :die-count 30, :modifier 90}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:acrobatics 11, :athletics 8, :perception 8, :stealth 11}, :str 15, :saving-throws {:cha 10, :con 9, :dex 11}, :challenge 18, :con 16, :dex 20, :wis 15, :languages "elvish, undercommon", :props {:language {:elvish true, :undercommon true}}, :traits [{:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: \nAt will: dancing lights\n1/day each: darkness, faerie fire, levitate (self only) ", :name "Innate Spellcasting"} {:description "he drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, + 10 to hit with spell attacks). It has the following wizard spells prepared:\nCantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost\n1st level (4 slots): burning hands, mage armor, magic missile, shield \n2nd level (3 slots): gust of wind, invisibility, misty step, shatter \n3rd level (3 slots): counterspell,fireball, haste \n4th level (3 slots): dimension door, Otiluke's resilient sphere \n5th level (2 slots): cone of cold \n6th level (1 slot): chain lightning ", :name "Spellcasting"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action. ", :name "War Magic"} {:description "The drow makes three scimitar attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn. ", :name "Scimitar", :type :action} {:description "Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another shocking creature takes an action to shake it. ", :name "Hand Crossbow", :type :action}]}, :bronze-scout {:key :bronze-scout, :int 3, :speed "30 ft., burrow 30 ft. ", :name "Bronze Scout", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 4}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:perception 6, :stealth 7}, :str 10, :challenge 1, :con 11, :dex 16, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :language {:understands-one-language-of-its-creator-but-cant-speak- true}}, :traits [{:description "The bronze scout doesn't provoke opportunity attacks when it burrows. ", :name "Earth Armor"} {:description "The bronze scout has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage. ", :name "Bite", :type :action} {:description "Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much dam· age on a successful one. ", :name "Lightning Flare (Recharges after a Short or Long Rest)", :type :action}]}, :nightwalker {:key :nightwalker, :int 6, :speed "40 ft., fly 40 ft.", :name "Nightwalker", :alignment "chaotic evil", :cha 8, :hit-points {:die 12, :die-count 22, :modifier 154}, :type :undead, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :str 22, :saving-throws {:con 13}, :challenge 20, :con 24, :dex 19, :wis 9, :props {:condition-immunity {:frightened true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}, :damage-immunity {:necrotic true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true, :thunder true}}, :traits [{:description "Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura. ", :name "Annihilating Aura"} {:description "A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a wish spell. ", :name "Life Eater"} {:description "The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. ", :name "Enervating Focus", :type :action} {:description "The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker's next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours. ", :name "Finger of Doom (Recharge 6)", :type :action}]}, :adult-oblex-religion-proficiency-variant- {:key :adult-oblex-religion-proficiency-variant-, :int 19, :speed "20 ft. ", :name "Adult Oblex (Religion Proficiency Variant)", :alignment "lawful evil", :cha 15, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :ooze, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:deception 5, :perception 4, :religion 7}, :str 8, :saving-throws {:cha 5, :int 7}, :challenge 5, :con 16, :dex 19, :wis 12, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :prone true}, :language {:common-plus-two-more-languages true}}, :traits [{:description "The oblex can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ", :name "Aversion to Fire"} {:description "The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: \n3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell) ", :name "Innate Spellcasting"} {:description "As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. ", :name "Sulfurous Impersonation"} {:description "The oblex makes one pseudopod attack and uses Eat Memories. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus S (2d4) psychic damage. ", :name "Pseudopod", :type :action} {:description "The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies. ", :name "Eat Memories", :type :action}]}, :black-abishai {:key :black-abishai, :int 13, :speed "30 ft., fly 40 ft. ", :name "Black Abishai", :alignment "lawful evil", :cha 11, :hit-points {:die 8, :die-count 9, :modifier 18}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:perception 6, :stealth 6}, :str 14, :saving-throws {:dex 6, :wis 6}, :challenge 7, :con 14, :dex 17, :wis 16, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:draconic true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede the abishai's darkvision. ", :name "Devil's Sight"} {:description "The abishai has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The abishai's weapon attacks are magical. ", :name "Magic Weapons"} {:description "While in dim light or darkness, the abishai can take the Hide action as a bonus action. ", :name "Shadow Stealth"} {:description "The abishai makes three attacks: two with its scimitar and one with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ", :name "Scimitar", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage. ", :name "Bite", :type :action} {:description "The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action. ", :name "Creeping Darkness (Recharge 6)", :type :action}]}, :the-lonely {:key :the-lonely, :int 6, :speed "30 ft. ", :name "The Lonely", :alignment "neutral evil", :cha 6, :hit-points {:die 8, :die-count 15, :modifier 45}, :type :monstrosity, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 16, :challenge 9, :con 17, :dex 12, :wis 11, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage. ", :name "Psychic Leech"} {:description "The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls. ", :name "Thrives on Company"} {:description "The Lonely makes one harpoon arm attack and uses Sorrowful Embrace. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The Lonely has two harpoon arms and can grapple up to two creatures at once. ", :name "Harpoon Arm", :type :action} {:description "Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet straight toward it. ", :name "Sorrowful Embrace", :type :action}]}, :orcus {:legendary-actions {:description "Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn. "}, :key :orcus, :int 20, :speed "40 ft., fly 40 ft. ", :name "Orcus", :damage-immunities "necrotic, poison, slashing, piercing, bludgeoning", :alignment "chaotic evil", :cha 25, :hit-points {:die 12, :die-count 30, :modifier 210}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:arcana 12, :perception 12}, :str 27, :saving-throws {:con 15, :dex 10, :wis 13}, :challenge 26, :con 25, :dex 14, :condition-immunities "charmed, frightened, poisoned", :wis 20, :languages "all, telepathy 120ft", :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :necrotic true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "While Orcus is holding the Wand of Orcus, he has an armor class of 20.", :name "Demon Lord Power"} {:description "The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge),finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn. While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn. ", :name "Wand of Orcus"} {:description "Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components: \nAt will: chill touch (17th level), detect magic \n3/day each: create undead, dispel magic \n1/day: time stop ", :name "Innate Spellcasting"} {:description "If Orcus fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Orcus has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Orcus's weapon attacks are magical. ", :name "Magic Weapons"} {:description "When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night. ", :name "Master of Undeath"} {:description "Orcus makes two Wand of Orcus attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage. ", :name "Wand of Orcus", :type :action} {:description "Melee Weapon Attack:+16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage. ", :name "Tail", :type :action} {:description "Orcus makes one tail attack. ", :name "Tail", :type :legendary-action} {:description "Orcus casts chill touch (17th level). ", :name "A Taste of Undeath", :type :legendary-action} {:description "Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage. ", :name "Creeping Death (Costs 2 Actions)", :type :legendary-action}]}, :narzugon {:key :narzugon, :int 16, :speed "30 ft. ", :name "Narzugon", :alignment "lawful evil", :cha 19, :hit-points {:die 8, :die-count 15, :modifier 45}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:perception 7}, :str 20, :saving-throws {:cha 9, :con 8, :dex 5}, :challenge 13, :con 17, :dex 10, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures. ", :name "Diabolical Sense"} {:description "The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion. ", :name "Infernal Tack"} {:description "The narzugon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. ", :name "Hellfire Lance", :type :action} {:description "Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the narzugon's next turn. ", :name "Infernal Command", :type :action} {:description "Each creature that isn't a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours. ", :name "Terrifying Command", :type :action} {:description "The narzugon, or one creature it touches, regains up to 100 hit points. ", :name "Healing (1/Day)", :type :action}]}, :eidolon {:key :eidolon, :int 14, :speed "0 ft., fly 40 ft. (hover) ", :name "Eidolon", :alignment "any alignment", :cha 16, :hit-points {:die 8, :die-count 18, :modifier -18}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 9, :skills {:perception 8}, :str 7, :saving-throws {:wis 8}, :challenge 12, :con 9, :dex 8, :wis 19, :props {:condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}, :damage-immunity {:cold true, :necrotic true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :fire true, :lightning true, :piercing true, :slashing true, :thunder true, :traps false}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue. ", :name "Incorporeal Movement"} {:description "When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own. ", :name "Sacred Animation (Recharge 5-6)"} {:description "The eidolon has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours. ", :name "Divine Dread", :type :action}]}, :tortle-druid {:key :tortle-druid, :int 11, :speed "30 ft. ", :name "Tortle Druid", :alignment "lawful neutral", :cha 12, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:animal-handling 4, :nature 2, :survival 4}, :str 14, :challenge 2, :con 12, :dex 10, :wis 15, :props {:language {:aquan true, :common true}}, :traits [{:description "The tortle can hold its breath for 1 hour. ", :name "Hold Breath"} {:description "The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: \nCantrips (at will): druidcraft, guidance, produce flame \n1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave \n2nd level (3 slots): darkvision, hold person ", :name "Spellcasting"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action} {:description "The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge. ", :name "Shell Defense", :type :action}]}, :duergar-despot {:key :duergar-despot, :int 15, :speed "25 ft. ", :name "Duergar Despot", :alignment "lawful evil", :cha 13, :hit-points {:die 8, :die-count 14, :modifier 56}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 21, :str 20, :saving-throws {:con 8, :wis 6}, :challenge 12, :con 19, :dex 5, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components: \nAt will: mage hand, minor illusion \n1/day each: counterspell, misty step, stinking cloud ", :name "Innate Spellcasting (Psionics)"} {:description "The duergar has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it. ", :name "Psychic Engine"} {:description "While in sun'light, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage. ", :name "Iron Fist", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) to a prone target. ", :name "Stomping Foot", :type :action} {:description "The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. ", :name "Flame Jet", :type :action}]}, :red-abishai {:key :red-abishai, :int 14, :speed "30 ft., fly 50 ft. ", :name "Red Abishai", :alignment "lawful evil", :cha 19, :hit-points {:die 8, :die-count 30, :modifier 120}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 22, :skills {:intimidation 10, :perception 8}, :str 23, :saving-throws {:con 10, :str 12, :wis 8}, :challenge 19, :con 19, :dex 16, :wis 15, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:draconic true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede the abishai's darkvision. ", :name "Devil's Sight"} {:description "The abishai has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The abishai's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. ", :name "Morningstar", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (5d10 + 6) piercing damage plus 38 (7d10) fire damage. ", :name "Bite", :type :action} {:description "Each creature of the abishai's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours. ", :name "Frightful Presence", :type :action} {:description "The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened. ", :name "Incite Fanaticism", :type :action} {:description "The abishai targets one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target. ", :name "Power of the Dragon Queen", :type :action}]}, :githzerai-enlightened {:key :githzerai-enlightened, :int 17, :speed "30 ft. ", :name "Githzerai Enlightened", :alignment "lawful neutral", :cha 13, :hit-points {:die 8, :die-count 15, :modifier 45}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:arcana 7, :insight 8, :perception 8}, :str 14, :saving-throws {:dex 8, :int 7, :str 6, :wis 8}, :challenge 10, :con 16, :dex 19, :wis 19, :props {:language {:gith true}}, :traits [{:description "The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: mage hand (the hand is invisible) \n3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield \n1/day each: haste, plane shift, teleport ", :name "Innate Spellcasting (Psionics)"} {:description "While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ", :name "Psychic Defense"} {:description "The githzerai makes three unarmed strikes. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage. ", :name "Unarmed Strike", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied. ", :name "Temporal Strike (Recharge 6)", :type :action}]}, :duergar-kavalrachni {:key :duergar-kavalrachni, :int 11, :speed "25 ft. ", :name "Duergar Kavalrachni", :alignment "lawful evil", :cha 9, :hit-points {:die 8, :die-count 4, :modifier 8}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 14, :challenge 2, :con 14, :dex 11, :wis 10, :props {:damage-resistance {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "When the duergar hits a target with a melee attack while mounted on a female steeder, the steed er can make one melee attack against the same target as a reaction. ", :name "Cavalry Training"} {:description "The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ", :name "Duergar Resilience"} {:description "While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The duergar makes two war pick attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (2d4) poison damage. ", :name "War Pick", :type :action} {:description "Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. ", :name "Heavy Crossbow", :type :action} {:description "The duergar magically turns invisible for up to l hour or until it attacks, it casts a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted on a female steeder, the steeder is invisible as well. The invisibility ends early on the steeder immediately after it attacks. ", :name "Shared Invisibility (Recharges after a Short or Long Rest)", :type :action}]}, :adult-oblex-history-proficiency-variant- {:key :adult-oblex-history-proficiency-variant-, :int 19, :speed "20 ft. ", :name "Adult Oblex (History Proficiency Variant)", :alignment "lawful evil", :cha 15, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :ooze, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:deception 5, :history 7, :perception 4}, :str 8, :saving-throws {:cha 5, :int 7}, :challenge 5, :con 16, :dex 19, :wis 12, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :prone true}, :language {:common-plus-two-more-languages true}}, :traits [{:description "The oblex can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ", :name "Aversion to Fire"} {:description "The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: \n3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell) ", :name "Innate Spellcasting"} {:description "As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. ", :name "Sulfurous Impersonation"} {:description "The oblex makes one pseudopod attack and uses Eat Memories. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus S (2d4) psychic damage. ", :name "Pseudopod", :type :action} {:description "The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies. ", :name "Eat Memories", :type :action}]}, :deathlock-mastermind-fiend-patron- {:key :deathlock-mastermind-fiend-patron-, :int 15, :speed "30 ft. ", :name "Deathlock Mastermind (Fiend patron)", :alignment "neutral evil", :cha 17, :hit-points {:die 8, :die-count 20, :modifier 20}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:arcana 5, :history 5, :perception 4}, :str 11, :saving-throws {:cha 6, :int 5}, :challenge 8, :con 12, :dex 16, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self. mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 10th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, mage hand, minor illusion, poison spray \n1st-5th level (2 5th-level slots): blindness/deafness, burning hands, command, fire shield, fireball, flame strike, hellish rebuke, scorching ray, stinking cloud, wall of fire ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). ", :name "Deathly Claw", :type :action} {:description "Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. ", :name "Grave Bolts", :type :action}]}, :zuggtmoy {:legendary-actions {:description "Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn. "}, :key :zuggtmoy, :int 20, :speed "30 ft. ", :name "Zuggtmoy", :alignment "chaotic evil", :cha 24, :hit-points {:die 10, :die-count 32, :modifier 128}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:perception 11}, :str 22, :saving-throws {:con 11, :dex 9, :wis 11}, :challenge 23, :con 18, :dex 15, :wis 19, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components: \nAt will: detect magic, locate animals or plants, ray of sickness \n3/day each: dispel magic, ensnaring strike, entangle, plant growth \n1/day each: etherealness, teleport ", :name "Innate Spellcasting"} {:description "If Zuggtmoy fails a saving throw, she can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Zuggtmoy has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Zuggtmoy's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Zuggtmoy makes three pseudopod attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poison damage. ", :name "Pseudopod", :type :action} {:description "Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \"Myconids\" entry in the Monster Manual). ", :name "Infestation Spores (3/Day)", :type :action} {:description "Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can't be reinfected by these spores. ", :name "Mind Control Spores (Recharge 5-6)", :type :action} {:description "When Zuggtmoy is hit by an attack, one creature within 5 feet of Zuggtmoy that is charmed by her must use its reaction to be hit by the attack instead. ", :name "Reaction: Protective Thrall"} {:description "Zuggtmoy makes one pseudopod attack. ", :name "Attack", :type :legendary-action} {:description "One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.", :name "Exert Will", :type :legendary-action}]}, :bael {:legendary-actions {:description "Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bael regains spent legendary actions at the start of his turn. "}, :key :bael, :int 21, :speed "30 ft. ", :name "Bael", :damage-immunities "fire, poison", :alignment "lawful evil", :cha 24, :hit-points {:die 10, :die-count 18, :modifier 90}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:intimidation 13, :perception 13, :persuasion 13}, :str 24, :saving-throws {:cha 13, :con 11, :dex 9, :int 11}, :challenge 19, :con 20, :dex 17, :condition-immunities "charmed, frightened, poisoned", :wis 24, :languages "all, telepathy 120ft", :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature's next turn. ", :name "Dreadful"} {:description "Bael's innate spellcasting ability is Cha-risma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components: \nAt will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image \n3/day each: counterspell, dispel magic, fly, suggestion, wall of fire \n1/day each: dominate monster, symbol (stunning only) ", :name "Innate Spellcasting"} {:description "If Bael fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Bael has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Bael's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Bael makes two melee attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage. ", :name "Hellish Morningstar", :type :action} {:description "Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn. ", :name "Infernal Command", :type :action} {:description "Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "Bael attacks once with his hellish morningstar. ", :name "Attack (Cost 2 Actions)", :type :legendary-action} {:description "Bael casts charm person or major image. ", :name "Awaken Greed", :type :legendary-action} {:description "Bael uses his Infernal Command action. ", :name "Infernal Command", :type :legendary-action} {:description "Bael uses his Teleport action. ", :name "Teleport", :type :legendary-action}]}, :sibriex {:legendary-actions {:description "The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sibriex regains spent legendary actions at the start of its turn. "}, :key :sibriex, :int 25, :speed "0 ft., fly 20 ft. (hover) ", :name "Sibriex", :damage-immunities "poison", :alignment "chaotic evil", :cha 25, :hit-points {:die 12, :die-count 12, :modifier 72}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:arcana 13, :history 13, :perception 13}, :str 10, :saving-throws {:cha 13, :int 13}, :challenge 18, :con 23, :dex 3, :condition-immunities "poisoned", :wis 24, :languages "all, telepathy 120ft", :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours. ", :name "Contamination"} {:description "The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: \nAt will: charm person, command, dispel magic, hold monster \n3/day: feeblemind ", :name "Innate Spellcasting"} {:description "If the sibriex fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The sibriex has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage. ", :name "Chain", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage. ", :name "Bite", :type :action} {:description "The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage. ", :name "Squirt Bile", :type :action} {:description "The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell. ", :name "Warp Creature", :type :action} {:description "The sibriex casts a spell. ", :name "Cast a Spell", :type :legendary-action} {:description "The sibriex uses Squirt Bile. ", :name "Spray Bile", :type :legendary-action} {:description "The sibriex uses Warp Creature. ", :name "Warp (Costs 2 Actions)", :type :legendary-action}]}, :star-spawn-seer {:key :star-spawn-seer, :int 22, :speed "30 ft. ", :name "Star Spawn Seer", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 18, :modifier 72}, :type :aberration, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 9}, :str 14, :saving-throws {:cha 8, :dex 6, :int 11, :wis 9}, :challenge 13, :con 18, :dex 12, :wis 19, :props {:condition-immunity {:charmed true, :frightened true}, :damage-immunity {:psychic true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :deep-speech true, :undercommon true}}, :traits [{:description "The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object. ", :name "Out-of-Phase Movement"} {:description "The seer makes two comet staff attacks or uses Psychic Orb twice. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach S ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage, or 10 (1d8 + 6) bludgeoning damage if used with two hands, plus 18 (4d8) psychic damage, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn. ", :name "Comet Staff", :type :action} {:description "Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage. ", :name "Psychic Orb", :type :action} {:description "The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage. ", :name "Collapse Distance (Recharge 6)", :type :action} {:description "When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the at-tack instead. ", :name "Reaction: Bend Space"}]}, :deathlock-mastermind-great-old-one-patron- {:key :deathlock-mastermind-great-old-one-patron-, :int 15, :speed "30 ft. ", :name "Deathlock Mastermind (Great Old One patron)", :alignment "neutral evil", :cha 17, :hit-points {:die 8, :die-count 20, :modifier 20}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:arcana 5, :history 5, :perception 4}, :str 11, :saving-throws {:cha 6, :int 5}, :challenge 8, :con 12, :dex 16, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self. mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 10th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, mage hand, minor illusion, poison spray \n1st-5th level (2 5th-level slots): clairvoyance, detect thoughts, dissonant whispers, dominate person, Evard's black tentacles, hunger of Hadar, phantasmal force, sending, Tasha's hideous laughter, telekinesis ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). ", :name "Deathly Claw", :type :action} {:description "Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. ", :name "Grave Bolts", :type :action}]}, :stone-cursed {:key :stone-cursed, :int 5, :speed "10 ft. ", :name "Stone Cursed", :alignment "lawful evil", :cha 7, :hit-points {:die 8, :die-count 3, :modifier 4}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :str 16, :challenge 1, :con 14, :dex 5, :wis 8, :props {:condition-immunity {:charmed true, :frightened true, :petrified true, :poisoned true}, :damage-immunity {:poison true}, :damage-vulnerability {:bludgeoning true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The stone cursed has advantage on the attack rolls of opportunity attacks. ", :name "Cunning Opportunist"} {:description "While the stone cursed remains motionless, it is indistinguishable from a normal statue. ", :name "False Appearance"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours. ", :name "Petrifying Claws", :type :action}]}, :stone-defender {:key :stone-defender, :int 3, :speed "30 ft. ", :name "Stone Defender", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 19, :challenge 4, :con 17, :dex 10, :wis 10, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :language {:understands-one-language-of-its-creator-but-cant-speak- true}}, :traits [{:description "While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface. ", :name "False Appearance"} {:description "The stone defender has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone. ", :name "Slam", :type :action} {:description "In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker. ", :name "Reaction: Intercept Attack"}]}, :githyanki-kithrak {:key :githyanki-kithrak, :int 16, :speed "30 ft. ", :name "Githyanki Kith'rak", :alignment "lawful evil", :cha 17, :hit-points {:die 8, :die-count 24, :modifier 72}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:intimidation 7, :perception 6}, :str 18, :saving-throws {:con 7, :int 7, :wis 6}, :challenge 12, :con 17, :dex 16, :wis 15, :props {:language {:gith true}}, :traits [{:description "The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: mage hand (the hand is invisible) \n3/day each: blur, jump, misty step, nondetection (self only) \n1/day each: plane shift, telekinesis ", :name "Innate Spellcasting (Psionics)"} {:description "As a bonus action, the githyanki can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it. ", :name "Rally the Troops"} {:description "The githyanki makes three greatsword attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage. ", :name "Greatsword", :type :action} {:description "The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. ", :name "Reaction: Parry"}]}, :duergar-mind-master {:key :duergar-mind-master, :int 15, :speed "25 ft. ", :name "Duergar Mind Master", :alignment "lawful evil", :cha 12, :hit-points {:die 8, :die-count 6, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:perception 2, :stealth 5}, :str 11, :saving-throws {:wis 2}, :challenge 2, :con 14, :dex 17, :wis 10, :props {:damage-resistance {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ", :name "Duergar Resilience"} {:description "While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced. ", :name "Mind-Poison Dagger", :type :action} {:description "The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ", :name "Invisibility (Recharge 4-6)", :type :action} {:description "The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect. ", :name "Mind Mastery", :type :action} {:description "For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. ft can also take a bonus action on each of its turns to take the Hide action. ", :name "Reduce (Recharges after a Short or Long Rest)", :type :action}]}, :merregon {:key :merregon, :int 6, :speed "30 ft. ", :name "Merregon", :alignment "lawful evil", :cha 8, :hit-points {:die 8, :die-count 6, :modifier 18}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 18, :challenge 4, :con 17, :dex 14, :wis 12, :props {:condition-immunity {:frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:telepathy-120ft- true, :understands-infernal-but-cant-speak true}}, :traits [{:description "Magical darkness doesn't impede the merregon's darkvision. ", :name "Devil's Sight"} {:description "The merregon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. ", :name "Halberd", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. ", :name "Heavy Crossbow", :type :action} {:description "When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead. ", :name "Reaction: Loyal Bodyguard"}]}, :choker {:key :choker, :int 4, :speed "30 ft. ", :name "Choker", :alignment "chaotic evil", :cha 7, :hit-points {:die 6, :die-count 3, :modifier 3}, :type :aberration, :size :small, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:stealth 6}, :str 16, :challenge 1, :con 13, :dex 14, :wis 12, :props {:language {:deep-speech true}}, :traits [{:description "The choker can take an extra action on its turn. ", :name "Aberrant Quickness (Recharges after a Short or Long Rest)"} {:description "The choker can move through and occupy a space as narrow as 4 inches wide without squeezing. ", :name "Boneless"} {:description "The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "The choker makes two tentacle attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends. ", :name "Tentacle", :type :action}]}, :fraz-urbluu {:legendary-actions {:description "Fraz-Urb'luu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Fraz-Urb'luu regains spent legendary actions at the start of his turn. "}, :key :fraz-urbluu, :int 26, :speed "40 ft., fly 40 ft. ", :name "Fraz-Urb'luu", :alignment "chaotic evil", :cha 26, :hit-points {:die 10, :die-count 27, :modifier 189}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:deception 15, :perception 14, :stealth 8}, :str 29, :saving-throws {:con 14, :dex 8, :int 15, :wis 14}, :challenge 23, :con 25, :dex 12, :wis 24, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Fraz·Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components: \nAt will: alter self (can become Medium when changing his appearance), detect magic, dispel magic, phantasmal force \n3/day each: confusion, dream, mislead, programmed illusion, seeming \n1/day each: mirage arcane, modify memory, project image ", :name "Innate Spellcasting"} {:description "If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Fraz-Urb'luu has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Fraz-Urb'luu's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends. ", :name "Undetectable"} {:description "Fraz-Urb'luu makes three attacks: one with his bite and two with his fists. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage. ", :name "Fist", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time. ", :name "Tail", :type :legendary-action} {:description "Fraz-Urb'luu casts phantasmal killer, no concentration required. ", :name "Phantasmal Killer (Costs 2 Actions)", :type :legendary-action}]}, :cadaver-collector {:key :cadaver-collector, :int 5, :speed "30 ft. ", :name "Cadaver Collector", :alignment "lawful evil", :cha 8, :hit-points {:die 10, :die-count 18, :modifier 90}, :type :construct, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :str 21, :challenge 14, :con 20, :dex 14, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:bludgeoning true, :necrotic true, :piercing true, :poison true, :psychic true, :slashing true}, :language {:understands-all-languages-but-cant-speak- true}}, :traits [{:description "The cadaver collector has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed. ", :name "Summon Specters (Recharges after a Short or Long Rest)"} {:description "The cadaver collector makes two slam attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) neerotic damage. ", :name "Slam", :type :action} {:description "The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. ", :name "Paralyzing Breath (Recharge 5-6)", :type :action}]}, :sibriex-flesh-warping-variant- {:legendary-actions {:description "The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sibriex regains spent legendary actions at the start of its turn. "}, :key :sibriex-flesh-warping-variant-, :int 25, :speed "0 ft., fly 20 ft. (hover) ", :name "Sibriex (Flesh Warping Variant)", :damage-immunities "poison", :alignment "chaotic evil", :cha 25, :hit-points {:die 12, :die-count 12, :modifier 72}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:arcana 13, :history 13, :perception 13}, :str 10, :saving-throws {:cha 13, :int 13}, :challenge 18, :con 23, :dex 3, :condition-immunities "poisoned", :wis 24, :languages "all, telepathy 120ft", :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours. ", :name "Contamination"} {:description "The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: \nAt will: charm person, command, dispel magic, hold monster \n3/day: feeblemind ", :name "Innate Spellcasting"} {:description "If the sibriex fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The sibriex has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage. ", :name "Chain", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage. ", :name "Bite", :type :action} {:description "The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage. ", :name "Squirt Bile", :type :action} {:description "The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell. ", :name "Warp Creature", :type :action} {:description "The sibriex casts a spell. ", :name "Cast a Spell", :type :legendary-action} {:description "The sibriex uses Squirt Bile. ", :name "Spray Bile", :type :legendary-action} {:description "The sibriex uses Warp Creature. ", :name "Warp (Costs 2 Actions)", :type :legendary-action} {:description "01-05 The color of the target's hair, eyes, and skin be-comes blue, red, yellow, or patterned. \n06-10 The target's eyes push out of its head at the end of stalks. \n11-15 The target's hands grow claws, which can be used as daggers. \n16-20 One of the target's legs grows longer than the other, reducing its walking speed by 10 feet. \n21-25 The target's eyes become beacons, filling a 15-foot cone with dim light when they are open. \n26-30 A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet. \n31-35 The target's ears tear free from its head and scurry away; the target is deafened. \n36-40 Two of the target's teeth turn into tusks. \n41-45 The target's skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1). \n46-50 The target's arms and legs switch places, preventing the target from moving unless it crawls. \n51-55 The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet. \n56-60 The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet. \n61-65 The target grows a whiplike tail, which it can use as a whip. \n66-70 The target's eyes turn black, and it gains darkvision out to a range of 120 feet. \n71-75 The target swells, tripling its weight. \n76-80 The target becomes thin and skeletal, halving its weight. \n81-85 The target's head doubles in size. \n86-90 The target's ears become wings, giving it a flying speed of 5 feet. \n91-95 The target's body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. \n96-00 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned. ", :name "Flesh Warping"}]}, :white-abishai {:key :white-abishai, :int 11, :speed "30 ft., fly 40 ft. ", :name "White Abishai", :alignment "lawful evil", :cha 13, :hit-points {:die 8, :die-count 8, :modifier 32}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :str 16, :saving-throws {:con 7, :str 6}, :challenge 6, :con 18, :dex 11, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:cold true, :fire true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:draconic true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede the abishai's darkvision. ", :name "Devil's Sight"} {:description "The abishai has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The abishai's weapon attacks are magical. ", :name "Magic Weapons"} {:description "At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. ", :name "Reckless"} {:description "The abishai makes two attacks: one with its longsword and one with its claw. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: S (1d4 + 3) piercing damage plus 3 (1d6) cold damage. ", :name "Bite", :type :action} {:description "In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks. ", :name "Reaction: Vicious Reprisal"}]}, :dybbuk {:key :dybbuk, :int 16, :speed "0 ft., 40 ft. (hover) ", :name "Dybbuk", :alignment "chaotic evil", :cha 14, :hit-points {:die 8, :die-count 5, :modifier 15}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:deception 6, :intimidation 4, :perception 4}, :str 6, :challenge 4, :con 16, :dex 19, :wis 15, :props {:condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true, :thunder true, :traps true}, :language {:abyssal true, :common true, :telepathy-120ft- true}}, :traits [{:description "The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ", :name "Incorporeal Movement"} {:description "The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: \nAt will: dimension door \n3/day each: fear, phantasmal force ", :name "Innate Spellcasting"} {:description "The dybbuk has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours. ", :name "Violate Corpse"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0. ", :name "Tendril", :type :action} {:description "The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life. While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any. The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse. ", :name "Possess Corpse (Recharge 6)", :type :action}]}, :spirit-troll {:key :spirit-troll, :int 8, :speed "30 ft. ", :name "Spirit Troll", :alignment "chaotic evil", :cha 16, :hit-points {:die 10, :die-count 15, :modifier 15}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 3}, :str 1, :challenge 11, :con 13, :dex 17, :wis 9, :props {:condition-immunity {:grappled true, :paralyzed true, :petrified true, :prone true, :restrained true, :unconscious true}, :damage-immunity {:bludgeoning true, :piercing true, :slashing true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:giant true}}, :traits [{:description "The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ", :name "Incorporeal Movement"} {:description "The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "The troll makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (3d10 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) psychic damage. ", :name "Claws", :type :action}]}, :drow-inquisitor-summoning-variant- {:key :drow-inquisitor-summoning-variant-, :int 16, :speed "30 ft. ", :name "Drow Inquisitor (Summoning Variant)", :alignment "neutral evil", :cha 20, :hit-points {:die 8, :die-count 22, :modifier 44}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:insight 10, :perception 10, :religion 8, :stealth 7}, :str 11, :saving-throws {:cha 10, :con 7, :wis 10}, :challenge 14, :con 14, :dex 15, :wis 21, :props {:condition-immunity {:frightened true}, :language {:elvish true, :undercommon true}}, :traits [{:description "The drow knows when she hears a creature speak a lie in a language she knows. ", :name "Discern Lie"} {:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components: \nAt will: dancing lights, detect magic \n1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion ", :name "Innate Spellcasting"} {:description "The drow has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The drow is a 12th·level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared: \nCantrips (at will): guidance, message, poison spray, resistance, thaumaturgy \n1st level (4 slots): bane, cure wounds, inflict wounds \n2nd level (3 slots): blindness/deafness, silence, spiritual weapon \n3rd level (3 slots): bestow curse, dispel magic, magic circle \n4th level (3 slots): banishment, divination, freedom of movement \n5th level (2 slots): contagion, dispel evil and good, insect plague \n6th level (1 slot): harm, true seeing ", :name "Spellcasting"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The drow makes three death lance attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. ", :name "Death Lance", :type :action} {:description "The drow attempts to magically summon a yochlol, with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. ", :name "Summon Demon (1/Day)", :type :action}]}, :deathlock {:key :deathlock, :int 14, :speed "30 ft.", :name "Deathlock", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 8}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :skills {:arcana 4, :history 4}, :str 11, :saving-throws {:cha 5, :int 4}, :challenge 4, :con 10, :dex 15, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self, mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 5th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, eldritch blast, mage hand \n1st-3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead.", :name "Turn Resistance"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.", :name "Deathly Claw", :type :action}]}, :deathlock-wight {:key :deathlock-wight, :int 12, :speed "30 ft. ", :name "Deathlock Wight", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 5, :modifier 15}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :skills {:arcana 3, :perception 4}, :str 11, :saving-throws {:wis 4}, :challenge 3, :con 16, :dex 14, :wis 14, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components: \nAt will: detect magic, disguise self, mage armor \n1/day each: fear, hold person, misty step ", :name "Innate Spellcasting"} {:description "While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The wight attacks twice with Grave Bolt. ", :name "Multiattack", :type :action} {:description "Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage. ", :name "Grave Bolt", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach S ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. ", :name "Life Drain", :type :action}]}, :drow-shadowblade-summoning-variant- {:key :drow-shadowblade-summoning-variant-, :int 12, :speed "30 ft. ", :name "Drow Shadowblade (Summoning Variant)", :alignment "neutral evil", :cha 13, :hit-points {:die 8, :die-count 20, :modifier 60}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 6, :stealth 9}, :str 14, :saving-throws {:con 7, :dex 9, :wis 6}, :challenge 11, :con 16, :dex 21, :wis 14, :props {:language {:elvish true, :undercommon true}}, :traits [{:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: dancing lights \n1/day each: darkness, faerie fire, levitate (self only) ", :name "Innate Spellcasting"} {:description "While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. ", :name "Shadow Step"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute. ", :name "Shadow Sword", :type :action} {:description "Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. ", :name "Hand Crossbow", :type :action} {:description "The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. ", :name "Summon Shadow Demon (1/Day)", :type :action}]}, :the-wretched {:key :the-wretched, :int 5, :speed "40 ft. ", :name "The Wretched", :alignment "neutral evil", :cha 5, :hit-points {:die 6, :die-count 4, :modifier -4}, :type :monstrosity, :size :small, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :str 7, :challenge 0.25, :con 9, :dex 12, :wis 6, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The Wretched has advantage on an attack roll against a creature if at least one of the Wretched's allies is within 5 feet of the creature and the ally isn't incapacitated. The Wretched otherwise has disadvantage on attack rolls. ", :name "Wretched Pack Tactics"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 (1d10 + 1) necrotic damage. The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched's movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched. ", :name "Bite", :type :action}]}, :moloch {:legendary-actions {:description "Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Moloch regains spent legendary actions at the start of his turn"}, :key :moloch, :int 21, :speed "30 ft. ", :name "Moloch", :alignment "lawful evil", :cha 23, :hit-points {:die 10, :die-count 22, :modifier 132}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 13, :intimidation 13, :perception 11}, :str 26, :saving-throws {:cha 13, :con 13, :dex 11, :wis 11}, :challenge 21, :con 22, :dex 19, :wis 18, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: \nAt will: alter self (can become Medium when changing his appearance). animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire \n1/day each: flame strike, symbol (stunning only) ", :name "Innate Spellcasting"} {:description "If Moloch fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Moloch has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Moloch's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Moloch makes three attacks: one with his bite, one with his claw, and one with his whip. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack:+ 15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch. ", :name "Many-Tailed Whip", :type :action} {:description "Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends. ", :name "Breath of Despair (Recharge 5-6)", :type :action} {:description "Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "Moloch casts stinking cloud. ", :name "Stinking Cloud", :type :legendary-action} {:description "Moloch uses his Teleport action. ", :name "Teleport", :type :legendary-action} {:description "Moloch makes one attack with his whip.", :name "Whip", :type :legendary-action}]}, :amnizu-summoning-variant- {:key :amnizu-summoning-variant-, :int 20, :speed "30 ft., fly 40 ft. ", :name "Amnizu (Summoning Variant)", :damage-immunities "fire, poison", :alignment "lawful evil", :cha 18, :hit-points {:die 8, :die-count 27, :modifier 81}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 21, :skills {:perception 7}, :str 11, :saving-throws {:cha 10, :con 9, :dex 7, :wis 7}, :challenge 18, :con 16, :dex 13, :condition-immunities "charmed, poisoned", :wis 12, :languages "common, infernal, telepathy 1 000 ft", :props {:condition-immunity {:charmed true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :infernal true, :telepathy-1-000-ft- true, :telepathy-120ft- false}}, :traits [{:description "Magical darkness doesn't impede the amnizu's darkvision. ", :name "Devil's Sight"} {:description "The amnizu's innate spellcasting ability is Intelligence (spell save 19, + 11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: \nAt will: charm person, command \n3/day each: dominate person, fireball \n1/day each: dominate monster, feeblemind ", :name "Innate Spellcasting"} {:description "The amnizu has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage. ", :name "Taskmaster Whip", :type :action} {:description "Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage. ", :name "Disruptive Touch", :type :action} {:description "The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu's next turn. ", :name "Poison Mind", :type :action} {:description "The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. ", :name "Forgetfulness (Recharge 6)", :type :action} {:description "When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours. ", :name "Reaction: Instinctive Charm"} {:description "The amnizu summons 2d4 bearded devils or 1d4 barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can't summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action. ", :name "Summon Devil (1/Day)", :type :action}]}, :rutterkin {:key :rutterkin, :int 5, :speed "20 ft. ", :name "Rutterkin", :alignment "chaotic evil", :cha 6, :hit-points {:die 8, :die-count 5, :modifier 15}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :str 14, :challenge 2, :con 17, :dex 15, :wis 12, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:understands-abyssal-but-cant-speak true}}, :traits [{:description "When a creature that isn't a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself on a success. ", :name "Crippling Fear"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell. ", :name "Bite", :type :action}]}, :geryon {:legendary-actions {:description "Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Geryon regains spent legendary actions at the start of his turn. "}, :key :geryon, :int 19, :speed "30 ft., fly 50 ft. ", :name "Geryon", :alignment "lawful evil", :cha 23, :hit-points {:die 12, :die-count 24, :modifier 144}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 13, :intimidation 13, :perception 10}, :str 29, :saving-throws {:cha 13, :con 13, :dex 10, :wis 10}, :challenge 22, :con 22, :dex 17, :wis 16, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:cold true, :fire true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: \nAt will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice \n1/day each: divine word, symbol (pain only) ", :name "Innate Spellcasting"} {:description "If Geryon fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Geryon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Geryon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Geryon makes two attacks: one with his claws and one with his stinger. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one tar-get. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed. ", :name "Stinger", :type :action} {:description "Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn. ", :name "Infernal Glare", :type :legendary-action} {:description "Geryon attacks with his stinger. ", :name "Swift Sting (Costs 2 Actions)", :type :legendary-action} {:description "Geryon uses his Teleport action. ", :name "Teleport", :type :legendary-action}]}, :oinoloth {:key :oinoloth, :int 17, :speed "40 ft. ", :name "Oinoloth", :alignment "neutral evil", :cha 19, :hit-points {:die 10, :die-count 12, :modifier 60}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:deception 8, :intimidation 8, :perception 7}, :str 19, :saving-throws {:con 8, :wis 7}, :challenge 12, :con 18, :dex 17, :wis 16, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned. The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times. ", :name "Bringer of Plagues (Recharge 5-6)"} {:description "The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: darkness, detect magic, dispel magic, invisibility (self only) \n1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice ", :name "Innate Spellcasting"} {:description "The oinoloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The oinoloth's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The oinoloth uses its Transfixing Gaze and makes two claw attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage. ", :name "Claw", :type :action} {:description "The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0. ", :name "Corrupted Healing (Recharge 6)", :type :action} {:description "The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action} {:description "The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth's next turn. While charmed in this way, the target is restrained. If the target's saving throw is successful, the target is immune to the oinoloth's gaze for the next 24 hours. ", :name "Transfixing Gaze", :type :action}]}, :geryon-summoning-variant- {:legendary-actions {:description "Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Geryon regains spent legendary actions at the start of his turn. "}, :key :geryon-summoning-variant-, :int 19, :speed "30 ft., fly 50 ft. ", :name "Geryon (Summoning Variant)", :alignment "lawful evil", :cha 23, :hit-points {:die 12, :die-count 24, :modifier 144}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 13, :intimidation 13, :perception 10}, :str 29, :saving-throws {:cha 13, :con 13, :dex 10, :wis 10}, :challenge 22, :con 22, :dex 17, :wis 16, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:cold true, :fire true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: \nAt will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice \n1/day each: divine word, symbol (pain only) ", :name "Innate Spellcasting"} {:description "If Geryon fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Geryon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Geryon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Geryon makes two attacks: one with his claws and one with his stinger. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one tar-get. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed. ", :name "Stinger", :type :action} {:description "Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn. ", :name "Infernal Glare", :type :legendary-action} {:description "Geryon attacks with his stinger. ", :name "Swift Sting (Costs 2 Actions)", :type :legendary-action} {:description "Geryon uses his Teleport action. ", :name "Teleport", :type :legendary-action} {:description "Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them. ", :name "Sound the Horn (1/Day)", :type :action}]}, :allip {:key :allip, :int 17, :speed "0 ft., fly 40 ft. (hover) ", :name "Allip", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 9}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:perception 5, :stealth 6}, :str 6, :saving-throws {:int 6, :wis 5}, :challenge 5, :con 10, :dex 17, :wis 15, :props {:condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}, :damage-immunity {:cold true, :necrotic true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :fire true, :lightning true, :piercing true, :slashing true, :thunder true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.", :name "Incorporeal Movement"} {:description "Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. ", :name "Maddening Touch", :type :action} {:description "The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic dam-age and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect. ", :name "Whispers of Madness", :type :action} {:description "Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect.", :name "Howling Babble (Recharge 6)", :type :action}]}, :githyanki-gish {:key :githyanki-gish, :int 16, :speed "30 ft. ", :name "Githyanki Gish", :alignment "lawful evil", :cha 16, :hit-points {:die 8, :die-count 19, :modifier 38}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:insight 6, :perception 6, :stealth 6}, :str 17, :saving-throws {:con 6, :int 7, :wis 6}, :challenge 10, :con 14, :dex 15, :wis 15, :props {:language {:gith true}}, :traits [{:description "The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: mage hand (the hand is invisible) \n3/day each: jump, misty step, nondetection (self only) \n1/day each: plane shift, telekinesis ", :name "Innate Spellcasting (Psionics)"} {:description "The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki has the following wizard spells prepared: \nCantrips (at will): blade ward, light, message, true strike \n1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave \n2nd level (3 slots): blur, invisibility, levitate \n3rd level (3 slots): counterspell, fireball, haste \n4th level (2 slots): dimension door ", :name "Spellcasting"} {:description "When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action ", :name "War Magic"} {:description "The githyanki makes two longsword attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage. ", :name "Longsword", :type :action}]}, :phoenix {:legendary-actions {:description "The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The phoenix regains spent legendary actions at the start of its turn. "}, :key :phoenix, :int 2, :speed "20 ft., fly 120 ft. ", :name "Phoenix", :alignment "neutral", :cha 18, :hit-points {:die 20, :die-count 10, :modifier 70}, :type :elemental, :size :gargantuan, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 19, :saving-throws {:cha 9, :wis 10}, :challenge 16, :con 25, :dex 26, :wis 21, :props {:condition-immunity {:grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true, :stunned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried. The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 2d6 days, it hatches a new phoenix. ", :name "Fiery Death and Rebirth"} {:description "The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required). ", :name "Fire Form"} {:description "The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach. ", :name "Flyby"} {:description "The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet. ", :name "Illumination"} {:description "If the phoenix fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The phoenix deals double damage to objects and structures. ", :name "Siege Monster"} {:description "The phoenix makes two attacks: one with its beak and one with its fiery talons. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: + 13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. ", :name "Beak", :type :action} {:description "Melee Weapon Attack: + 13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage. ", :name "Fiery Talons", :type :action} {:description "The phoenix makes one beak attack. ", :name "Peck", :type :legendary-action} {:description "The phoenix moves up to its speed. ", :name "Move", :type :legendary-action} {:description "The phoenix moves up to its speed and attacks with its fiery talons. ", :name "Swoop (Costs 2 Actions)", :type :legendary-action}]}, :adult-oblex-nature-proficiency-variant- {:key :adult-oblex-nature-proficiency-variant-, :int 19, :speed "20 ft. ", :name "Adult Oblex (Nature Proficiency Variant)", :alignment "lawful evil", :cha 15, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :ooze, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:deception 5, :nature 7, :perception 4}, :str 8, :saving-throws {:cha 5, :int 7}, :challenge 5, :con 16, :dex 19, :wis 12, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :prone true}, :language {:common-plus-two-more-languages true}}, :traits [{:description "The oblex can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ", :name "Aversion to Fire"} {:description "The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: \n3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell) ", :name "Innate Spellcasting"} {:description "As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. ", :name "Sulfurous Impersonation"} {:description "The oblex makes one pseudopod attack and uses Eat Memories. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus S (2d4) psychic damage. ", :name "Pseudopod", :type :action} {:description "The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies. ", :name "Eat Memories", :type :action}]}, :meazel {:key :meazel, :int 14, :speed "30 ft. ", :name "Meazel", :alignment "neutral evil", :cha 10, :hit-points {:die 8, :die-count 10, :modifier -10}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:perception 3, :stealth 5}, :str 8, :challenge 1, :con 9, :dex 17, :wis 13, :props {:language {:common true}}, :traits [{:description "While in dim light or darkness, the meazel can take the Hide action as a bonus action. ", :name "Shadow Stealth"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel's size or smaller. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way. ", :name "Garrote", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) necrotic damage. ", :name "Shortsword", :type :action} {:description "The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space. Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them. ", :name "Shadow Teleport (Recharge 5-6)", :type :action}]}, :duergar-stone-guard {:key :duergar-stone-guard, :int 11, :speed "25 ft. ", :name "Duergar Stone Guard", :alignment "lawful evil", :cha 9, :hit-points {:die 8, :die-count 6, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 18, :challenge 2, :con 14, :dex 11, :wis 10, :props {:damage-resistance {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ", :name "Duergar Resilience"} {:description "The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield. ", :name "Phalanx Formation"} {:description "While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. ", :name "King's Knife (Shortsword)", :type :action} {:description "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. ", :name "Javelin", :type :action} {:description "For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ", :name "Enlarge (Recharges after a Short or Long Rest)", :type :action} {:description "The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ", :name "Invisibility (Recharges after a Short or Long Rest)", :type :action}]}, :blue-abishai {:key :blue-abishai, :int 22, :speed "30 ft., fly 50 ft. ", :name "Blue Abishai", :alignment "lawful evil", :cha 18, :hit-points {:die 8, :die-count 26, :modifier 78}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:arcana 12}, :str 15, :saving-throws {:int 12, :wis 12}, :challenge 17, :con 17, :dex 14, :wis 23, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :lightning true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:draconic true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede the abishai's darkvision. ", :name "Devil's Sight"} {:description "The abishai has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The abishai's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The abishai is a 13th·level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared: \nCantrips (at will): friends, mage hand, message, minor illusion, shocking grasp \n1st level (4 slots): chromatic orb, disguise self. expeditious retreat, magic missile, charm person, thunderwave \n2nd level (3 slots): darkness, mirror image, misty step \n3rd level (3 slots): dispel magic, fear, lightning bolt \n4th level (3 slots): dimension door, greater invisibility, ice storm \n5th level (2 slots): cone of cold, wall of force \n6th level (1 slot): chain lightning \n7th level (1 slot): teleport ", :name "Spellcasting"} {:description "The abishai makes two attacks: one with its quarterstaff and one with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage. ", :name "Bite", :type :action}]}, :merrenoloth {:key :merrenoloth, :int 17, :speed "30 ft., swim 40 ft. ", :name "Merrenoloth", :alignment "neutral evil", :cha 11, :hit-points {:die 8, :die-count 9}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:history 5, :nature 5, :perception 4, :survival 4}, :str 8, :saving-throws {:dex 5, :int 5}, :challenge 3, :con 10, :dex 17, :wis 14, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: charm person, darkness, detect magic, dispel magic, gust of wind \n3/day: control water \n1/day: control weather ", :name "Innate Spellcasting"} {:description "The merrenoloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The merrenoloth's weapon attacks are magical. ", :name "Magic Weapons"} {:description "As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport"} {:description "The merrenoloth uses Fear Gaze once and makes one oar attack. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. ", :name "Oar", :type :action} {:description "The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Fear Gaze", :type :action}]}, :drow-inquisitor {:key :drow-inquisitor, :int 16, :speed "30 ft. ", :name "Drow Inquisitor", :alignment "neutral evil", :cha 20, :hit-points {:die 8, :die-count 22, :modifier 44}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:insight 10, :perception 10, :religion 8, :stealth 7}, :str 11, :saving-throws {:cha 10, :con 7, :wis 10}, :challenge 14, :con 14, :dex 15, :wis 21, :props {:condition-immunity {:frightened true}, :language {:elvish true, :undercommon true}}, :traits [{:description "The drow knows when she hears a creature speak a lie in a language she knows. ", :name "Discern Lie"} {:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components: \nAt will: dancing lights, detect magic \n1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion ", :name "Innate Spellcasting"} {:description "The drow has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The drow is a 12th·level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared: \nCantrips (at will): guidance, message, poison spray, resistance, thaumaturgy \n1st level (4 slots): bane, cure wounds, inflict wounds \n2nd level (3 slots): blindness/deafness, silence, spiritual weapon \n3rd level (3 slots): bestow curse, dispel magic, magic circle \n4th level (3 slots): banishment, divination, freedom of movement \n5th level (2 slots): contagion, dispel evil and good, insect plague \n6th level (1 slot): harm, true seeing ", :name "Spellcasting"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The drow makes three death lance attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. ", :name "Death Lance", :type :action}]}, :iron-cobra {:key :iron-cobra, :int 3, :speed "30 ft. ", :name "Iron Cobra", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 7, :modifier 14}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:stealth 7}, :str 12, :challenge 4, :con 14, :dex 16, :wis 10, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :language {:understands-one-language-of-its-creator-but-cant-speak- true}}, :traits [{:description "The iron cobra has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect: \n1. Poison Damage: The target takes 13 (3d8) poison damage. \n2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature. \n3. Paralysis: The target is paralyzed until the end of its next turn. ", :name "Bite", :type :action}]}, :skulk {:key :skulk, :int 10, :speed "30 ft. ", :name "Skulk", :alignment "chaotic neutral", :cha 1, :hit-points {:die 8, :die-count 4}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:stealth 8}, :str 6, :saving-throws {:con 2}, :challenge 0.5, :con 10, :dex 19, :wis 7, :props {:condition-immunity {:blinded true}, :damage-immunity {:radiant true}, :language {:understands-common-but-cant-speak true}}, :traits [{:description "The skulk is invisible. This invisibility can be circumvented by three things: \n• The skulk appears as a drab, smooth-skinned humanoid if its e reflection can be seen in a mirror or on another surface. \n• The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown. \n• Humanoid children, aged 10 and under, can see through this invisibility. ", :name "Fallible Invisibility"} {:description "The skulk leaves no tracks to indicate where it has been or where it's headed. ", :name "Trackless"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage. ", :name "Claws", :type :action}]}, :maurezhi {:key :maurezhi, :int 11, :speed "30 ft. ", :name "Maurezhi", :alignment "chaotic evil", :cha 15, :hit-points {:die 8, :die-count 16, :modifier 16}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:deception 5}, :str 14, :challenge 7, :con 12, :dex 17, :wis 12, :props {:condition-immunity {:charmed true, :frightened false, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :necrotic true, :piercing true, :slashing true}, :language {:abyssal true, :elvish true, :telepathy-120ft- true}}, :traits [{:description "The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body. ", :name "Assume Form"} {:description "The maurezhi has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The maurezhi makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Claws", :type :action} {:description "The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points.", :name "Raise Ghoul (Recharge 5-6)", :type :action}]}, :githzerai-anarch {:legendary-actions {:description "The anarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The anarch regains spent legendary actions at the start of its turn. "}, :key :githzerai-anarch, :int 18, :speed "30 ft., fly 40 ft. (hover) ", :name "Githzerai Anarch", :alignment "lawful neutral", :cha 14, :hit-points {:die 8, :die-count 17, :modifier 68}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:arcana 9, :insight 10, :perception 10}, :str 16, :saving-throws {:dex 10, :int 9, :str 8, :wis 10}, :challenge 16, :con 18, :dex 21, :wis 20, :props {:language {:gith true}}, :traits [{:description "The anarch's innate spellcasting ability is Wisdom (spell save DC 18, + 10 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: mage hand (the hand is invisible) \n3/day each: feather fall, jump, see invisibility, shield, telekinesis \n1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force ", :name "Innate Spellcasting (Psionics)"} {:description "While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ", :name "Psychic Defense"} {:description "The anarch makes three unarmed strikes. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage. ", :name "Unarmed Strike", :type :action} {:description "The anarch makes one unarmed strike. ", :name "Strike", :type :legendary-action} {:description "The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. ", :name "Teleport", :type :legendary-action} {:description "The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area. ", :name "Change Gravity (Costs 3 Actions)", :type :legendary-action}]}, :retriever {:key :retriever, :int 3, :speed "40 ft., climb 40 ft. ", :name "Retriever", :alignment "lawful evil", :cha 4, :hit-points {:die 10, :die-count 20, :modifier 100}, :type :construct, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:perception 5, :stealth 8}, :str 22, :saving-throws {:con 10, :dex 8, :wis 5}, :challenge 14, :con 20, :dex 16, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:bludgeoning true, :necrotic true, :piercing true, :poison true, :psychic true, :slashing true}, :language {:understands-abyssal-elvish-and-undercommon-but-cant-speak- true}}, :traits [{:description "The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master. ", :name "Faultless Tracker"} {:description "The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components.\n3/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell), web ", :name "Innate Spellcasting"} {:description "The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.", :name "Foreleg", :type :action} {:description "The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one. ", :name "Force Beam", :type :action} {:description "The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed. ", :name "Paralyzing Beam (Recharge 5-6)", :type :action}]}, :deathlock-mastermind {:key :deathlock-mastermind, :int 15, :speed "30 ft. ", :name "Deathlock Mastermind", :alignment "neutral evil", :cha 17, :hit-points {:die 8, :die-count 20, :modifier 20}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:arcana 5, :history 5, :perception 4}, :str 11, :saving-throws {:cha 6, :int 5}, :challenge 8, :con 12, :dex 16, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self. mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 10th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, mage hand, minor illusion, poison spray \n1st-5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). ", :name "Deathly Claw", :type :action} {:description "Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. ", :name "Grave Bolts", :type :action}]}, :the-hungry {:key :the-hungry, :int 6, :speed "30 ft. ", :name "The Hungry", :alignment "neutral evil", :cha 6, :hit-points {:die 8, :die-count 30, :modifier 90}, :type :monstrosity, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :str 19, :challenge 11, :con 17, :dex 10, :wis 11, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit. ", :name "Life Hunger"} {:description "The Hungry makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. While grappling a creature, the Hungry can't attack with its claws. ", :name "Claws", :type :action}]}, :rot-troll {:key :rot-troll, :int 5, :speed "30 ft. ", :name "Rot Troll", :alignment "chaotic evil", :cha 4, :hit-points {:die 10, :die-count 12, :modifier 72}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:perception 3}, :str 18, :challenge 9, :con 22, :dex 13, :wis 8, :props {:damage-immunity {:necrotic true}, :language {:giant true}}, :traits [{:description "At the end of each of the troll's turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn. ", :name "Rancid Degeneration"} {:description "The troll makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-get. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage. ", :name "Claws", :type :action}]}, :gloom-weaver {:key :gloom-weaver, :int 15, :speed "30 ft. ", :name "Gloom Weaver", :alignment "neutral", :cha 18, :hit-points {:die 8, :die-count 16, :modifier 32}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :str 11, :saving-throws {:con 6, :dex 8}, :challenge 9, :con 14, :dex 18, :wis 12, :props {:condition-immunity {:charmed true}, :damage-immunity {:necrotic true}, :damage-resistance {:necrotic false}, :language {:common true, :elvish true}}, :traits [{:description "Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver. ", :name "Burden of Time"} {:description "The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep. ", :name "Fey Ancestry"} {:description "The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \nAt will: arcane eye, mage armor, speak with dead \n1/day each: arcane gate, bane, compulsion, confusion, true seeing ", :name "Innate Spellcasting"} {:description "The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch (3d8 damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation \n1st-5th level (3 5th-level slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt ", :name "Spellcasting"} {:description "The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands, plus 26 (4d12) necrotic damage. ", :name "Shadow Spear", :type :action} {:description "When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell. ", :name "Reaction: Misty Escape (Recharges after a Short or Long Rest)"}]}, :deathlock-archfey-patron- {:key :deathlock-archfey-patron-, :int 14, :speed "30 ft.", :name "Deathlock (Archfey patron)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 8}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :skills {:arcana 4, :history 4}, :str 11, :saving-throws {:cha 5, :int 4}, :challenge 4, :con 10, :dex 15, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self, mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 5th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, eldritch blast, mage hand \n1st-3rd level (2 3rd-level slots): blink, faerie fire, hunger of Hadar, hypnotic pattern, phantasmal force, sleep ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead.", :name "Turn Resistance"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.", :name "Deathly Claw", :type :action}]}, :nupperibo {:key :nupperibo, :int 3, :speed "20 ft. ", :name "Nupperibo", :alignment "lawful evil", :cha 1, :hit-points {:die 8, :die-count 2, :modifier 2}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:perception 1}, :str 16, :challenge 0.5, :con 13, :dex 11, :wis 8, :props {:condition-immunity {:blinded true, :charmed true, :frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:understands-infernal-but-cant-speak true}}, :traits [{:description "Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage. ", :name "Cloud of Vermin"} {:description "In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours. ", :name "Hunger-Driven"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ", :name "Bite", :type :action}]}, :winter-eladrin {:key :winter-eladrin, :int 18, :speed "30 ft. ", :name "Winter Eladrin", :alignment "chaotic neutral", :cha 13, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :fey, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :str 11, :challenge 10, :con 16, :dex 10, :wis 17, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true, :elvish true, :sylvan true}}, :traits [{:description "As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. ", :name "Fey Step (Recharge 4-6)"} {:description "The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: fog cloud, gust of wind \n1/day each: cone of cold, ice storm ", :name "Innate Spellcasting"} {:description "The eladrin has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Sorrowful Presence for the next 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. ", :name "Sorrowful Presence"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage. ", :name "Longbow", :type :action} {:description "When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage. ", :name "Reaction: Frigid Rebuke"}]}, :fire-elemental-myrmidon {:key :fire-elemental-myrmidon, :int 10, :speed "40 ft. ", :name "Fire Elemental Myrmidon", :alignment "neutral", :cha 10, :hit-points {:die 8, :die-count 19, :modifier 38}, :type :elemental, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 13, :challenge 7, :con 10, :dex 10, :wis 10, :props {:condition-immunity {:paralyzed true, :petrified true, :poisoned true, :prone true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:ignan true, :one-language-of-its-creators-choice true}}, :traits [{:description "The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius. ", :name "Illumination"} {:description "The myrmidon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage. ", :name "Water Susceptibility"} {:description "The myrmidon makes three scimitar attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ", :name "Scimitar", :type :action} {:description "The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage. ", :name "Fiery Strikes (Recharge 6)", :type :action}]}, :steel-predator {:key :steel-predator, :int 4, :speed "40 ft. ", :name "Steel Predator", :alignment "lawful evil", :cha 6, :hit-points {:die 10, :die-count 18, :modifier 108}, :type :construct, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:perception 7, :stealth 8, :survival 7}, :str 24, :challenge 16, :con 22, :dex 17, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true, :prone false, :stunned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :psychic true, :slashing true}, :damage-resistance {:cold true, :lightning true, :necrotic true, :thunder true}, :language {:understands-modron-and-the-language-of-its-owner-but-cant-speak- true}}, :traits [{:description "The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components: \n3/day each: dimension door (self only), plane shift (self only) ", :name "Innate Spellcasting"} {:description "The steel predator has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The steel predator's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The steel predator makes three attacks: one with its bite and two with its claw. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. ", :name "Claw", :type :action} {:description "The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Stunning Roar (Recharge 5-6)", :type :action}]}, :boneclaw {:key :boneclaw, :int 13, :speed "40 ft. ", :name "Boneclaw", :alignment "chaotic evil", :cha 9, :hit-points {:die 10, :die-count 17, :modifier 34}, :type :undead, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:perception 6, :stealth 7}, :str 19, :saving-throws {:con 6, :dex 7, :wis 6}, :challenge 12, :con 15, :dex 16, :wis 15, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-resistance {:bludgeoning true, :cold true, :necrotic true, :piercing true, :slashing true}, :language {:common-plus-the-main-language-of-its-master- true}}, :traits [{:description "While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within l mile of the boneclaw's master. ", :name "Rejuvenation"} {:description "While in dim light or darkness, the boneclaw can take the Hide action as a bonus action. ", :name "Shadow Stealth"} {:description "The boneclaw makes two claw attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target. ", :name "Piercing Claw", :type :action} {:description "If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage. The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness. ", :name "Shadow Jump", :type :action} {:description "In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target. ", :name "Reaction: Deadly Reach"}]}, :earth-elemental-myrmidon {:key :earth-elemental-myrmidon, :int 8, :speed "30 ft. ", :name "Earth Elemental Myrmidon", :alignment "neutral", :cha 10, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :elemental, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 18, :challenge 7, :con 17, :dex 10, :wis 10, :props {:condition-immunity {:paralyzed true, :petrified true, :poisoned true, :prone true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:one-language-of-its-creators-choice true, :terran true}}, :traits [{:description "The myrmidon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The myrmidon makes two maul attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ", :name "Maul", :type :action} {:description "The myrmidon makes one maul attack. On a hit, the target takes an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. ", :name "Thunderous Strike (Recharge 6)", :type :action}]}, :deathlock-fiend-patron- {:key :deathlock-fiend-patron-, :int 14, :speed "30 ft.", :name "Deathlock (Fiend patron)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 8}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :skills {:arcana 4, :history 4}, :str 11, :saving-throws {:cha 5, :int 4}, :challenge 4, :con 10, :dex 15, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self, mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 5th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, eldritch blast, mage hand \n1st-3rd level (2 3rd-level slots): blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead.", :name "Turn Resistance"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.", :name "Deathly Claw", :type :action}]}, :elder-oblex {:key :elder-oblex, :int 22, :speed "20 ft. ", :name "Elder Oblex", :alignment "lawful evil", :cha 18, :hit-points {:die 12, :die-count 10, :modifier 50}, :type :ooze, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:arcana 10, :deception 8, :history 10, :nature 10, :perception 5, :religion 10}, :str 15, :challenge 10, :con 21, :dex 16, :wis 13, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :prone true}, :language {:common-plus-six-more true}}, :traits [{:description "The oblex can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ", :name "Aversion to Fire"} {:description "The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components: \nAt will: charm person (as 5th-level spell), detect thoughts, hold person \n3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis ", :name "Innate Spellcasting"} {:description "As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. ", :name "Sulfurous Impersonation"} {:description "The elder oblex makes two pseudopod attacks and uses Eat Memories. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage. ", :name "Pseudopod", :type :action} {:description "The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies. ", :name "Eat Memories", :type :action}]}, :the-lost {:key :the-lost, :int 6, :speed "30 ft. ", :name "The Lost", :alignment "neutral evil", :cha 5, :hit-points {:die 8, :die-count 12, :modifier 24}, :type :monstrosity, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:athletics 6}, :str 17, :challenge 7, :con 15, :dex 12, :wis 7, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "The Lost makes two arm spike attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. ", :name "Arm Spike", :type :action} {:description "Melee Weapon Attack: +6 to it, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time. ", :name "Embrace", :type :action} {:description "If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage. ", :name "Reaction: Tightening Embrace"}]}, :the-angry {:key :the-angry, :int 8, :speed "30 ft. ", :name "The Angry", :alignment "neutral evil", :cha 6, :hit-points {:die 8, :die-count 30, :modifier 120}, :type :monstrosity, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:perception 6}, :str 17, :challenge 13, :con 19, :dex 10, :wis 13, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. ", :name "Two Heads"} {:description "If another creature deals damage to the Angry, the Angry's attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack's target takes an extra 19 (3d12) psychic damage. On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn. ", :name "Rising Anger"} {:description "The Angry makes two hook attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage. ", :name "Hook", :type :action}]}, :cambion-baphomet-variant- {:key :cambion-baphomet-variant-, :int 14, :speed "30ft., fly 60ft.", :name "Cambion (Baphomet Variant)", :alignment "any evil alignment", :cha 16, :hit-points {:die 8, :die-count 11, :modifier 33}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 6, :intimidation 6, :perception 4, :stealth 7}, :str 18, :saving-throws {:cha 6, :con 6, :int 5, :str 7}, :challenge 5, :con 16, :dex 18, :wis 12, :languages "abyssal, common, infernal", :props {:damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :poison true, :slashing true}, :language {:abyssal true, :common true, :infernal true}}, :traits [{:description "The AC of the cambion includes its Charisma bonus.", :name "Fiendish Blessing"} {:description "The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: \n3/day each: alter self, command, detect magic\n1/day: plane shift (self only)", :name "Innate Spellcasting"} {:description "The cambion makes two melee attacks or uses its Fire Ray twice.", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1 d6) fire damage.", :name "Spear", :type :action} {:description "Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit: 10 (3d6) fire damage.", :name "Fire Ray", :type :action} {:description "When the cambion targets only one creature with the attacks of its Multiattack, it can choose one ally it can see within 30 feet. That ally can use its reaction to make one melee attack against a target of its choice. ", :name "Horned One's Call"}]}, :green-abishai {:key :green-abishai, :int 17, :speed "30 ft., fly 40 ft. ", :name "Green Abishai", :alignment "lawful evil", :cha 19, :hit-points {:die 8, :die-count 25, :modifier 75}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:deception 9, :insight 6, :perception 6, :persuasion 9}, :str 12, :saving-throws {:cha 9, :int 8}, :challenge 15, :con 16, :dex 17, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:draconic true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede the abishai's darkvision. ", :name "Devil's Sight"} {:description "The abishai's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: \nAt will: alter self, major image \n3/day each: charm person, detect thoughts, fear \n1/day each: confusion, dominate person, mass suggestion ", :name "Innate Spellcasting"} {:description "The abishai has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The abishai's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Claws", :type :action}]}, :star-spawn-mangler {:key :star-spawn-mangler, :int 11, :speed "40 ft., climb 40 ft. ", :name "Star Spawn Mangler", :alignment "chaotic evil", :cha 7, :hit-points {:die 8, :die-count 13, :modifier 13}, :type :aberration, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:stealth 7}, :str 8, :saving-throws {:con 4, :dex 7}, :challenge 5, :con 12, :dex 18, :wis 12, :props {:condition-immunity {:charmed true, :frightened true, :prone true}, :damage-immunity {:psychic true}, :damage-resistance {:cold true}, :language {:deep-speech true}}, :traits [{:description "On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet. ", :name "Ambush"} {:description "While in dim light or darkness, the mangler can take the Hide action as a bonus action. ", :name "Shadow Stealth"} {:description "The mangler makes two claw attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage. ", :name "Claw", :type :action} {:description "The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks. ", :name "Flurry of Claws (Recharge 4-6)", :type :action}]}, :zaratan {:legendary-actions {:description "The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn. "}, :key :zaratan, :int 2, :speed "40 ft., swim 40 ft. ", :name "Zaratan", :alignment "neutral", :cha 18, :hit-points {:die 20, :die-count 15, :modifier 150}, :type :elemental, :size :gargantuan, :option-pack "Mordenkainen's Tome of Foes", :armor-class 21, :str 30, :saving-throws {:cha 11, :wis 12}, :challenge 22, :con 30, :dex 10, :wis 21, :props {:condition-immunity {:paralyzed true, :petrified true, :poisoned true, :stunned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :damage-vulnerability {:thunder true}}, :traits [{:description "As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped. ", :name "Earth-Shaking Movement"} {:description "If the zaratan fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The zaratan's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The elemental deals double damage to objects and structures (included in Earth-Shaking Movement). ", :name "Siege Monster"} {:description "The zaratan makes two attacks: one with its bite and one with its stomp. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 20 ft., one tar-get. Hit: 26 (3d10 + 10) bludgeoning damage. ", :name "Stomp", :type :action} {:description "Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage. ", :name "Spit Rock", :type :action} {:description "The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone. ", :name "Spew Debris (Recharge 5-6)", :type :action} {:description "The zaratan makes one stomp attack. ", :name "Stomp", :type :legendary-action} {:description "The zaratan moves up to its speed. ", :name "Move", :type :legendary-action} {:description "The zaratan uses Spit Rock. ", :name "Spit (Costs 2 Actions)", :type :legendary-action} {:description "The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action. ", :name "Retract (Costs 2 Actions)", :type :legendary-action} {:description "The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action. ", :name "Revitalize (Costs 2 Actions)", :type :legendary-action} {:description "The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell. ", :name "Emerge (Costs 2 Actions)", :type :legendary-action}]}, :derro-savant {:key :derro-savant, :int 11, :speed "30 ft. ", :name "Derro Savant", :alignment "chaotic evil", :cha 14, :hit-points {:die 6, :die-count 8, :modifier 8}, :type :humanoid, :size :small, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:stealth 4}, :str 9, :challenge 3, :con 12, :dex 14, :wis 5, :props {:language {:dwarvish true, :undercommon true}}, :traits [{:description "The derro savant has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells: \nCantrips (at will): acid splash, mage hand, message, prestidigitation, ray of frost \n1st level (4 slots): burning hands, chromatic orb, sleep \n2nd level (3 slots): invisibility, spider climb \n3rd level (2 slots): lightning bolt ", :name "Spellcasting"} {:description "While in sunlight, the derro savant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 -1) bludgeoning damage. ", :name "Quarterstaff", :type :action}]}, :astral-dreadnought {:legendary-actions {:description "The astral dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The dreadnought regains spent legendary actions at the start of its turn. "}, :key :astral-dreadnought, :int 5, :speed "15 ft., fly 80 ft. (hover) ", :name "Astral Dreadnought", :alignment "unaligned", :cha 18, :hit-points {:die 20, :die-count 17, :modifier 119}, :type :monstrosity, :size :gargantuan, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:perception 9}, :str 28, :saving-throws {:dex 5, :wis 9}, :challenge 21, :con 25, :dex 7, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :prone true, :stunned true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The astral dreadnought's opened eye creates an area of anti magic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded. ", :name "Antimagic Cone"} {:description "The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane.", :name "Astral Entity"} {:description "Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible. ", :name "Demiplanar Donjon"} {:description "If the astral dreadnought fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/Day)"} {:description "An astral dreadnought's weapon attacks are magical. ", :name "Magic Weapons"} {:description "If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage. ", :name "Sever Silver Cord"} {:description "The astral dreadnought makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. ", :name "Bite", :type :action} {:description "Melee Weapon Attack:+ 16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) slashing damage.", :name "Claw", :type :action} {:description "The astral dreadnought makes one claw attack. ", :name "Claw", :type :legendary-action} {:description "One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. ", :name "Donjon Visit (Costs 2 Actions)", :type :legendary-action} {:description "Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one. ", :name "Psychic Projection (Costs 3 Actions)", :type :legendary-action}]}, :drow-shadowblade {:key :drow-shadowblade, :int 12, :speed "30 ft. ", :name "Drow Shadowblade", :alignment "neutral evil", :cha 13, :hit-points {:die 8, :die-count 20, :modifier 60}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 6, :stealth 9}, :str 14, :saving-throws {:con 7, :dex 9, :wis 6}, :challenge 11, :con 16, :dex 21, :wis 14, :props {:language {:elvish true, :undercommon true}}, :traits [{:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: dancing lights \n1/day each: darkness, faerie fire, levitate (self only) ", :name "Innate Spellcasting"} {:description "While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. ", :name "Shadow Step"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute. ", :name "Shadow Sword", :type :action} {:description "Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. ", :name "Hand Crossbow", :type :action}]}, :leviathan {:legendary-actions {:description "The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn. "}, :key :leviathan, :int 2, :speed "40 ft., swim 120 ft. ", :name "Leviathan", :alignment "neutral", :cha 17, :hit-points {:die 20, :die-count 16, :modifier 160}, :type :elemental, :size :gargantuan, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :str 30, :saving-throws {:cha 9, :wis 10}, :challenge 20, :con 30, :dex 24, :wis 18, :props {:condition-immunity {:grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true, :stunned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "If the leviathan fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage. ", :name "Partial Freeze"} {:description "The leviathan deals double damage to objects and structures (included in Tidal Wave). ", :name "Siege Monster"} {:description "The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ", :name "Water Form"} {:description "The leviathan makes two attacks: one with its slam and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) acid damage. ", :name "Slam", :type :action} {:description "Melee Weapon Attack: + 16 to hit, reach 20 ft., one tar-get. Hit: 16 (1d12 + 10) bludgeoning damage plus 6 (1d12) acid damage. ", :name "Tail", :type :action} {:description "While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn. ", :name "Tidal Wave (Recharge 6)", :type :action} {:description "The leviathan makes one slam attack. ", :name "Slam (Costs 2 Actions)", :type :legendary-action} {:description "The leviathan moves up to its speed. ", :name "Move", :type :legendary-action}]}, :yagnoloth {:key :yagnoloth, :int 16, :speed "40 ft. ", :name "Yagnoloth", :alignment "neutral evil", :cha 18, :hit-points {:die 10, :die-count 14, :modifier 70}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:deception 8, :insight 6, :perception 6, :persuasion 8}, :str 19, :saving-throws {:cha 8, :dex 6, :int 7, :wis 6}, :challenge 11, :con 21, :dex 14, :wis 15, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: darkness, detect magic, dispel magic, invisibility (self only), suggestion \n3/day: lightning bolt ", :name "Innate Spellcasting"} {:description "The yagnoloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The yagnoloth's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage. ", :name "Electrified Touch", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth's next turn. ", :name "Massive Arm", :type :action} {:description "The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0. ", :name "Life Leech", :type :action} {:description "Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each. ", :name "Battlefield Cunning (Recharge 4-6)", :type :action} {:description "The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action}]}, :sacred-statue {:key :sacred-statue, :int 14, :speed "25 ft. ", :name "Sacred Statue", :alignment "any alignment", :cha 16, :hit-points {:die 10, :die-count 10, :modifier 40}, :type :construct, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :str 19, :saving-throws {:wis 8}, :challenge 12, :con 19, :dex 8, :wis 19, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:cold true, :necrotic true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "While the statue remains motionless, it is indistinguishable from a normal statue.", :name "False Appearance"} {:description "The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue. ", :name "Ghostly Inhabitant"} {:description "When not inhabited by an eidolon, the statue is an object. ", :name "Inert"} {:description "The statue makes two slam attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage. ", :name "Slam", :type :action} {:description "Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage. ", :name "Rock", :type :action}]}, :water-elemental-myrmidon {:key :water-elemental-myrmidon, :int 8, :speed "40 ft., swim 40 ft. ", :name "Water Elemental Myrmidon", :alignment "neutral", :cha 10, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :elemental, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 18, :challenge 7, :con 15, :dex 14, :wis 10, :props {:condition-immunity {:paralyzed true, :petrified true, :poisoned true, :prone true}, :damage-immunity {:poison true}, :damage-resistance {:acid true, :bludgeoning true, :piercing true, :slashing true}, :language {:aquan true, :one-language-of-its-creators-choice true}}, :traits [{:description "The myrmidon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The myrmidon makes three trident attacks. ", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. ", :name "Trident", :type :action} {:description "The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn. ", :name "Freezing Strikes (Recharge 6)", :type :action}]}, :oaken-bolter {:key :oaken-bolter, :int 3, :speed "30 ft. ", :name "Oaken Bolter", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 9, :modifier 18}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 12, :challenge 5, :con 15, :dex 18, :wis 10, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :language {:understands-one-language-of-its-creator-but-cant-speak- true}}, :traits [{:description "The oaken bolter has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack. ", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage. ", :name "Lancing Bolt", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time. ", :name "Harpoon", :type :action} {:description "The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. ", :name "Explosive Bolt (Recharge 5-6)", :type :action}]}, :hutijin {:legendary-actions {:description "Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hutijin regains spent legendary actions at the start of his turn. "}, :key :hutijin, :int 23, :speed "30 ft., fly 60 ft. ", :name "Hutijin", :alignment "lawful evil", :cha 25, :hit-points {:die 10, :die-count 16, :modifier 112}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:intimidation 14, :perception 11}, :str 27, :saving-throws {:con 14, :dex 9, :wis 11}, :challenge 21, :con 25, :dex 15, :wis 19, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage. ", :name "Infernal Despair"} {:description "Hutijin's innate spellcasting ability is Charisma {spell save DC 22). He can innately cast the following spells, requiring no material components: \nAt will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire \n3/day: dispel magic \n1/day each: heal, symbol (hopelessness only) ", :name "Innate Spellcasting"} {:description "If Hutijin fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Hutijin has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Hutijin's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: + 15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack:+ 15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. ", :name "Mace", :type :action} {:description "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. ", :name "Tail", :type :action} {:description "Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours. ", :name "Reaction: Fearful Voice (Recharge 5-6)"} {:description "Hutijin attacks once with his mace. ", :name "Attack", :type :legendary-action} {:description "Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. ", :name "Lightning Storm (Costs 2 Actions)", :type :legendary-action} {:description "Hutijin uses his Teleport action.", :name "Teleport", :type :legendary-action}]}, :bulezau {:key :bulezau, :int 8, :speed "40 ft. ", :name "Bulezau", :alignment "chaotic evil", :cha 6, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :str 15, :challenge 3, :con 17, :dex 14, :wis 9, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true, :stunned false}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:abyssal true, :telepathy-60-ft- true}}, :traits [{:description "When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it. ", :name "Rotting Presence"} {:description "The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. ", :name "Standing Leap"} {:description "The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ", :name "Sure-Footed"} {:description "Melee Weapon Attack: +4 to hit, reach S ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0. ", :name "Barbed Tail", :type :action}]}, :balhannoth {:legendary-actions {:description "The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The balhannoth regains spent legendary actions at the start of its turn. "}, :key :balhannoth, :int 6, :speed "25 ft., climb 25 ft. ", :name "Balhannoth", :alignment "chaotic evil", :cha 8, :hit-points {:die 10, :die-count 12, :modifier 48}, :type :aberration, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 6}, :str 17, :saving-throws {:con 8}, :challenge 11, :con 18, :dex 8, :wis 15, :props {:condition-immunity {:blinded true}, :language {:telepathy-1-mile- true, :understands-deep-speech-but-cant-speak true}}, :traits [{:description "If the balhannoth fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (2/Day)"} {:description "The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles. ", :name "Tentacle", :type :action} {:description "The balhannoth makes one bite attack against one creature it has grappled. ", :name "Bite Attack", :type :legendary-action} {:description "The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :legendary-action} {:description "The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll. ", :name "Vanish", :type :legendary-action}]}, :ogre-battering-ram {:key :ogre-battering-ram, :int 5, :speed "40 ft. ", :name "Ogre Battering Ram", :alignment "chaotic evil", :cha 7, :hit-points {:die 10, :die-count 7, :modifier 21}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :str 19, :challenge 4, :con 16, :dex 8, :wis 7, :props {:language {:common true, :giant true}}, :traits [{:description "The ogre deals double damage to objects and structures. ", :name "Siege Monster"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller. ", :name "Bash", :type :action} {:description "Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn. ", :name "Block the Path", :type :action}]}, :shadow-dancer {:key :shadow-dancer, :int 11, :speed "30 ft. ", :name "Shadow Dancer", :alignment "neutral", :cha 12, :hit-points {:die 8, :die-count 13, :modifier 13}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:stealth 6}, :str 12, :saving-throws {:cha 4, :dex 6}, :challenge 7, :con 13, :dex 16, :wis 12, :props {:condition-immunity {:charmed true}, :damage-resistance {:necrotic true}, :language {:common true, :elvish true}}, :traits [{:description "The shadow dancer has advantage on saving throws against being charmed, and magic can't put it to sleep. ", :name "Fey Ancestry"} {:description "As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes. ", :name "Shadow Jump"} {:description "The shadow dancer makes three spiked chain attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer's choice: \n• The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can't grapple another target. \n• The target is knocked prone. \n• The target takes 22 (4d10) necrotic damage. ", :name "Spiked Chain", :type :action}]}, :githyanki-supreme-commander {:legendary-actions {:description "The githyanki can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The githyanki regains spent legendary actions at the start of its turn. "}, :key :githyanki-supreme-commander, :int 16, :speed "30 ft. ", :name "Githyanki Supreme Commander", :alignment "lawful evil", :cha 18, :hit-points {:die 8, :die-count 22, :modifier 88}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:insight 8, :intimidation 9, :perception 8}, :str 19, :saving-throws {:con 9, :int 8, :wis 8}, :challenge 14, :con 18, :dex 17, :wis 16, :props {:language {:gith true}}, :traits [{:description "The githyanki's innate spellcast· ing ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: mage hand (the hand is invisible) \n3/day each: jump, levitate (self only), misty step, non detection (self only) \n1/day each: Bigby's hand, mass suggestion, plane shift, telekinesis ", :name "Innate Spellcasting (Psionics)"} {:description "The githyanki makes two greatsword attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage. ", :name "Silver Greatsword", :type :action} {:description "The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. ", :name "Reaction: Parry"} {:description "The githyanki makes a greatsword attack. ", :name "Attack (2 Actions)", :type :legendary-action} {:description "The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll. ", :name "Command Ally", :type :legendary-action} {:description "The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space. ", :name "Teleport", :type :legendary-action}]}, :yeenoghu {:legendary-actions {:description "Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of his turn. "}, :key :yeenoghu, :int 15, :speed "50 ft. ", :name "Yeenoghu", :damage-immunities "poison, bludgeoning, piercing, slashing", :alignment "chaotic evil", :cha 15, :hit-points {:die 12, :die-count 23, :modifier 184}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:intimidation 9, :perception 14}, :str 29, :saving-throws {:con 15, :dex 10, :wis 14}, :challenge 24, :con 23, :dex 16, :condition-immunities "charmed, frightened, poisoned", :wis 24, :languages "all, telepathy 120ft", :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: \nAt will: detect magic \n3/day each: dispel magic, fear, invisibility \n1/day: teleport ", :name "Innate Spellcasting"} {:description "If Yeenoghu fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Yeenoghu has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Yeenoghu's weapon attacks are magical. ", :name "Magic Weapons"} {:description "When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack. ", :name "Rampage"} {:description "Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack): \n1. The attack deals an extra 13 (2d12) bludgeoning damage. \n2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn. \n3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage. ", :name "Flail", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) piercing damage. ", :name "Bite", :type :action} {:description "Yeenoghu moves up to his speed. ", :name "Charge", :type :legendary-action} {:description "Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone. ", :name "Swat Away", :type :legendary-action} {:description "Yeenoghu makes a bite attack against each creature within 10 feet of him. ", :name "Savage (Costs 2 Actions)", :type :legendary-action}]}, :abyssal-wretch {:key :abyssal-wretch, :int 5, :speed "20 ft. ", :name "Abyssal Wretch", :alignment "chaotic evil", :cha 5, :hit-points {:die 8, :die-count 4}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 11, :str 9, :challenge 0.25, :con 11, :dex 12, :wis 8, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:understands-abyssal-but-cant-speak true}}, :traits [{:description "Melee Weapon Attack: +3 to hit, reach S ft., one target. Hit: S (1d8 + 1) slashing damage. ", :name "Bite", :type :action}]}, :ogre-chain-brute {:key :ogre-chain-brute, :int 5, :speed "40 ft.", :name "Ogre Chain Brute", :alignment "chaotic evil", :cha 7, :hit-points {:die 10, :die-count 7, :modifier 21}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 11, :str 19, :challenge 3, :con 16, :dex 8, :wis 7, :props {:language {:common true, :giant true}}, :traits [{:description "Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. ", :name "Fist", :type :action} {:description "The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. ", :name "Chain Sweep", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. ", :name "Chain Smash (Recharge 6)", :type :action}]}, :dhergoloth {:key :dhergoloth, :int 7, :speed "30 ft. ", :name "Dhergoloth", :alignment "neutral evil", :cha 9, :hit-points {:die 8, :die-count 14, :modifier 56}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :str 17, :saving-throws {:str 6}, :challenge 7, :con 19, :dex 10, :wis 10, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components: \nAt will: darkness, fear \n3/day: sleep ", :name "Innate Spellcasting"} {:description "The dhergoloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The dhergoloth's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The dhergoloth makes two claw attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. ", :name "Claw", :type :action} {:description "The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage. ", :name "Flailing Claws (Recharge 5-6)", :type :action} {:description "The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action}]}, :derro {:key :derro, :int 11, :speed "30 ft. ", :name "Derro", :alignment "chaotic evil", :cha 9, :hit-points {:die 6, :die-count 3, :modifier 3}, :type :humanoid, :size :small, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:stealth 4}, :str 10, :challenge 0.25, :con 12, :dex 14, :wis 5, :props {:language {:dwarvish true, :undercommon true}}, :traits [{:description "The derro has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone. ", :name "Hooked Spear", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ", :name "Light Crossbow", :type :action}]}, :frost-salamander {:key :frost-salamander, :int 7, :speed "60 ft., burrow 40 ft., climb 40 ft. ", :name "Frost Salamander", :alignment "unaligned", :cha 7, :hit-points {:die 12, :die-count 16, :modifier 64}, :type :elemental, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 4}, :str 20, :saving-throws {:con 8, :wis 4}, :challenge 9, :con 18, :dex 12, :wis 11, :props {:damage-immunity {:cold true}, :damage-vulnerability {:fire true}, :language {:primordial true}}, :traits [{:description "When the salamander takes fire damage, its Freezing Breath automatically recharges. ", :name "Burning Fury"} {:description "The salamander makes five attacks: four with its claws and one with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 5 (1d10) cold damage. ", :name "Bite", :type :action} {:description "The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. ", :name "Freezing Breath (Recharge 6)", :type :action}]}, :female-steeder {:key :female-steeder, :int 2, :speed "30 ft., climb 30 ft. ", :name "Female Steeder", :alignment "unaligned", :cha 3, :hit-points {:die 10, :die-count 4, :modifier 8}, :type :monstrosity, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:perception 4, :stealth 7}, :str 15, :challenge 1, :con 14, :dex 16, :wis 10, :traits [{:description "The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet. ", :name "Extraordinary Leap"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time. ", :name "Sticky Leg", :type :action}]}, :star-spawn-larva-mage {:legendary-actions {:description "The larva mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The larva mage regains spent legendary actions at the start of its turn. "}, :key :star-spawn-larva-mage, :int 18, :speed "30 ft. ", :name "Star Spawn Larva Mage", :alignment "chaotic evil", :cha 16, :hit-points {:die 8, :die-count 16, :modifier 96}, :type :aberration, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:perception 6}, :str 17, :saving-throws {:cha 8, :dex 6, :wis 6}, :challenge 16, :con 23, :dex 12, :wis 12, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true, :restrained true}, :damage-immunity {:psychic true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:deep-speech true}}, :traits [{:description "The larva mage's innate spellcasting ability is Charisma (spell save DC 161 +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \nAt will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion \n3/day: dominate monster \n1/day: circle of death ", :name "Innate Spetlcasting"} {:description "When the larva mage is reduced to 0 hit points, it breaks apart into a Swarm of Insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later. ", :name "Return to Worms"} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn. ", :name "Slam", :type :action} {:description "Each creature other than a star spawn within 10 feet of the larva mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Plague of Worms (Recharge 6)", :type :action} {:description "When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points. ", :name "Reaction: Feed on Weakness"} {:description "The larva mage casts one cantrip. ", :name "Cantrip (Costs 2 Actions)", :type :legendary-action} {:description "The larva mage makes one slam attack. ", :name "Slam (Costs 2 Actions)", :type :legendary-action} {:description "Each creature restrained by the larva mage's Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points. ", :name "Feed (Costs 3 Actions)", :type :legendary-action}]}, :young-kruthik {:key :young-kruthik, :int 4, :speed "30 ft., burrow 10 ft., climb 30 ft. ", :name "Young Kruthik", :alignment "unaligned", :cha 6, :hit-points {:die 6, :die-count 2, :modifier 2}, :type :monstrosity, :size :small, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 13, :challenge 0.125, :con 13, :dex 16, :wis 10, :props {:language {:kruthik true}}, :traits [{:description "The kruthik has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2 1/2-foot-diameter tunnel in its wake. ", :name "Tunneler"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ", :name "Stab", :type :action}]}, :demogorgon {:legendary-actions {:description "Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Demogorgon regains spent legendary actions at the start of his turn. "}, :key :demogorgon, :int 20, :speed "50 ft., swim 50 ft. ", :name "Demogorgon", :damage-immunities "poison, bludgeoning, slashing, piercing", :alignment "chaotic evil", :cha 25, :hit-points {:die 12, :die-count 28, :modifier 224}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 22, :skills {:insight 11, :perception 19}, :str 29, :saving-throws {:cha 15, :con 16, :dex 10, :wis 11}, :challenge 26, :con 26, :dex 14, :condition-immunities "charmed, frightened, poisoned", :wis 17, :languages "all, telepathy 120ft", :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components: \nAt will: detect magic, major image \n3/day each: dispel magic, fear, telekinesis \n1/day each: feeblemind, project image ", :name "Innate Spellcasting"} {:description "If Demogorgon fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Demogorgon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Demogorgon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. ", :name "Two Heads"} {:description "Demogorgon makes two tentacle attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. ", :name "Tentacle", :type :action} {:description "Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automat-ically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save. If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random: \n1. Beguiling Gaze. The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight. \n2. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn. \n3. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell. ", :name "Gaze", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage. ", :name "Tail", :type :legendary-action} {:description "Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect. ", :name "Maddening Gaze", :type :legendary-action}]}, :oblex-spawn {:key :oblex-spawn, :int 14, :speed "20 ft. ", :name "Oblex Spawn", :alignment "lawful evil", :cha 10, :hit-points {:die 4, :die-count 4, :modifier 8}, :type :ooze, :size :tiny, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :str 8, :saving-throws {:cha 2, :int 4}, :challenge 0.25, :con 15, :dex 16, :wis 11, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :prone true}}, :traits [{:description "The oblex can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.", :name "Aversion to Fire"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage. ", :name "Pseudopod", :type :action}]}, :duergar-warlord {:key :duergar-warlord, :int 12, :speed "25 ft. ", :name "Duergar Warlord", :alignment "lawful evil", :cha 14, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :str 18, :challenge 6, :con 17, :dex 11, :wis 12, :props {:damage-resistance {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ", :name "Duergar Resilience"} {:description "While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while enlarged, plus 5 (1d10) psychic damage. ", :name "Psychic-Attuned Hammer", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. ", :name "Javelin", :type :action} {:description "Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack. ", :name "Call to Attack", :type :action} {:description "For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ", :name "Enlarge (Recharges after a Short or Long Rest)", :type :action} {:description "The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ", :name "Invisibility (Recharge 4-6)", :type :action} {:description "When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can't be affected by Scouring Instruction . ", :name "Reaction: Scouring Instruction"}]}, :orthon {:key :orthon, :int 15, :speed "30 ft., climb 30 ft. ", :name "Orthon", :alignment "lawful evil", :cha 16, :hit-points {:die 10, :die-count 10, :modifier 50}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 10, :stealth 11, :survival 10}, :str 22, :saving-throws {:con 9, :dex 7, :wis 6}, :challenge 10, :con 21, :dex 16, :wis 15, :props {:condition-immunity {:charmed true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack. ", :name "Invisibility Field"} {:description "The orthon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +10 to hit, reach S ft., one target. Hit: 11 (2d4 + 6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Infernal Dagger", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the following effects: ", :name "Brass Crossbow", :type :action} {:description "The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. ", :name "1. Acid", :type :action} {:description "The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon's next turn. ", :name "2. Blindness (1/Day)", :type :action} {:description "The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. ", :name "3. Concussion", :type :action} {:description "The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained. ", :name "4. Entanglement", :type :action} {:description "The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "5. Paralysis (1/Day)", :type :action} {:description "For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there. ", :name "6. Tracking", :type :action} {:description "When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow. ", :name "Reaction: Explosive Retribution"}]}, :duergar-xarrorn {:key :duergar-xarrorn, :int 11, :speed "25 ft. ", :name "Duergar Xarrorn", :alignment "lawful evil", :cha 9, :hit-points {:die 8, :die-count 4, :modifier 8}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 16, :challenge 2, :con 14, :dex 11, :wis 10, :props {:damage-resistance {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ", :name "Duergar Resilience"} {:description "While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 3 (1d6) fire dam-age, or 16 (2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged. ", :name "Fire Lance", :type :action} {:description "From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. ", :name "Fire Spray (Recharge 5-6)", :type :action} {:description "For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.", :name "Enlarge (Recharges after a Short or Long Rest)", :type :action} {:description "The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ", :name "Invisibility (Recharges after a Short or Long Rest)", :type :action}]}, :zariel {:legendary-actions {:description "Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of her turn. "}, :key :zariel, :int 26, :speed "50 ft., fly 150 ft. ", :name "Zariel", :alignment "lawful evil", :cha 30, :hit-points {:die 10, :die-count 40, :modifier 360}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 21, :skills {:intimidation 18, :perception 16}, :str 27, :saving-throws {:cha 18, :int 16, :wis 16}, :challenge 26, :con 28, :dex 24, :wis 27, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:necrotic true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :piercing true, :radiant true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede Zariel's darkvision. ", :name "Devil's Sight"} {:description "Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below). ", :name "Fiery Weapons"} {:description "Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast following spells, requiring no material components: \nAt will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire \n3/day each: blade barrier, dispel evil and good, finger of death ", :name "Innate Spellcasting"} {:description "If Zariel fails a saving throw, she can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Zariel has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands, plus 36 (8d8) fire damage. ", :name "Longsword", :type :action} {:description "Melee or Ranged Weapon Attack:+ 16 to hit, range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage. ", :name "Javelin", :type :action} {:description "Melee Weapon Attack:+ 16 to hit, reach 10 ft., one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Horrid Touch (Recharge 5-6)", :type :action} {:description "Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see. ", :name "Teleport", :type :action} {:description "Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4dl0) fire damage. ", :name "Immolating Gaze (Costs 2 Actions)", :type :legendary-action} {:description "Zariel uses her Teleport action. ", :name "Teleport", :type :legendary-action}]}, :titivllus {:legendary-actions {:description "Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Titivilus regains spent legendary actions at the start of his turn. "}, :key :titivllus, :int 24, :speed "40 ft., fly 60 ft. ", :name "Titivllus", :alignment "lawful evil", :cha 26, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:deception 13, :insight 11, :intimidation 13, :perception 13}, :str 19, :saving-throws {:cha 13, :con 8, :dex 11, :wis 11}, :challenge 16, :con 17, :dex 22, :wis 22, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Titivilus's innate spellcasting ability is Charisma {spell save DC 21). He can innately cast the following spells, requiring no material components: \nAt will: alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion \n3/day each: greater invisibility (self only), mislead \n1/day each: feeblemind, symbol (discord or sleep only) ", :name "Innate Spellcasting"} {:description "If Titivilus fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Titivilus has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Titivilus's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point. ", :name "Ventriloquism"} {:description "Titivilus makes one sword attack and uses his Frightful Word once. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach S ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes. ", :name "Silver Sword", :type :action} {:description "Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Frightful Word", :type :action} {:description "Titivllus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours. ", :name "Twisting Words", :type :action} {:description "Titivilus attacks with his silver sword or uses his Frightful Word. ", :name "Assault (Costs 2 Actions)", :type :legendary-action} {:description "Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn. ", :name "Corrupting Guidance", :type :legendary-action} {:description "Titivilus uses his Teleport action. ", :name "Teleport", :type :legendary-action}]}, :berbalang {:key :berbalang, :int 17, :speed "30 ft., fly 40 ft. ", :name "Berbalang", :alignment "neutral evil", :cha 10, :hit-points {:die 8, :die-count 11, :modifier -11}, :type :aberration, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:arcana 5, :history 5, :insight 2, :perception 2, :religion 5}, :str 9, :saving-throws {:dex 5, :int 5}, :challenge 2, :con 9, :dex 16, :wis 11, :props {:language {:all true}}, :traits [{:description "As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage. ", :name "Spectral Duplicate (Recharges after a Short or Long Rest)"} {:description "The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components: \nAt will: speak with dead \n1/day: plane shift (self only) ", :name "Innate Spellcasting"} {:description "The berbalang makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. ", :name "Claws", :type :action}]}, :ogre-howdah {:key :ogre-howdah, :int 5, :speed "40 ft. ", :name "Ogre Howdah", :alignment "chaotic evil", :cha 7, :hit-points {:die 10, :die-count 7, :modifier 21}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :str 19, :challenge 2, :con 16, :dex 8, :wis 7, :props {:language {:common true, :giant true}}, :traits [{:description "The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within S feet of the ogre. ", :name "Howdah"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ", :name "Mace", :type :action}]}, :duergar-hammerer {:key :duergar-hammerer, :int 5, :speed "20 ft. ", :name "Duergar Hammerer", :alignment "lawful evil", :cha 5, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :str 17, :challenge 2, :con 12, :dex 7, :wis 5, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:poison true}, :language {:understands-dwarvish-but-cant-speak- true}}, :traits [{:description "Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction. ", :name "Engine of Pain"} {:description "The hammerer deals double damage to objects and structures. ", :name "Siege Monster"} {:description "The hammerer makes two attacks: one with its claw and one with its hammer. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. ", :name "Hammer", :type :action}]}, :gray-render {:key :gray-render, :int 3, :speed "30 ft. ", :name "Gray Render", :alignment "chaotic neutral", :cha 8, :hit-points {:die 10, :die-count 18, :modifier 90}, :type :monstrosity, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:perception 2}, :str 19, :saving-throws {:con 9, :str 8}, :challenge 12, :con 20, :dex 13, :wis 6, :traits [{:description "The gray render makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage, plus 7 (2d6) bludgeoning damage if the target is prone. ", :name "Claws", :type :action} {:description "When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master. ", :name "Reaction: Bloody Rampage"}]}, :summer-eladrin {:key :summer-eladrin, :int 14, :speed "50 ft. ", :name "Summer Eladrin", :alignment "chaotic neutral", :cha 18, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :fey, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:athletics 8, :intimidation 8}, :str 19, :challenge 10, :con 16, :dex 21, :wis 12, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true, :elvish true, :sylvan true}}, :traits [{:description "Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours. ", :name "Fearsome Presence"} {:description "As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. ", :name "Fey Step (Recharge 4-6)"} {:description "The eladrin has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The eladrin makes two weapon attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach S ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 4 (1d8) fire damage. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + S) piercing damage plus 4 (1d8) fire damage. ", :name "Longbow", :type :action} {:description "The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon. ", :name "Reaction: Parry"}]}, :duergar-screamer {:key :duergar-screamer, :int 5, :speed "20 ft. ", :name "Duergar Screamer", :alignment "lawful evil", :cha 5, :hit-points {:die 8, :die-count 7, :modifier 7}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :str 18, :challenge 3, :con 12, :dex 7, :wis 5, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:poison true}, :language {:understands-dwarvish-but-cant-speak- true}}, :traits [{:description "Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction. ", :name "Engine of Pain"} {:description "The screamer makes one drill attack and uses its Sonic Scream. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. ", :name "Drill", :type :action} {:description "The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone. ", :name "Sonic Scream", :type :action}]}, :drow-arachnomancer {:key :drow-arachnomancer, :int 19, :speed "30 ft., climb 30 ft. ", :name "Drow Arachnomancer", :alignment "chaotic evil", :cha 16, :hit-points {:die 8, :die-count 25, :modifier 50}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:arcana 9, :nature 9, :perception 7, :stealth 8}, :str 11, :saving-throws {:cha 8, :con 7, :int 9}, :challenge 13, :con 14, :dex 17, :wis 14, :languages "elvish, undercommon, can speak with spiders", :props {:damage-resistance {:poison true}, :language {:can-speak-with-spiders true, :elvish true, :undercommon true}}, :traits [{:description "The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies. ", :name "Change Shape (Recharges after a Short or Long Rest)"} {:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: dancing lights \n1/day each: darkness, faerie fire, levitate (self only) ", :name "Innate Spellcasting"} {:description "The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, eldritch blast, mage hand, poison spray \n1st-5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt \n1/day each: dominate monster, etherealness, eyebite ", :name "Spellcasting"} {:description "The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The drow ignores movement restrictions caused by webbing. ", :name "Web Walker"} {:description "The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 28 (8d6) poison damage. ", :name "Poisonous Touch (Humanoid Form Only)", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. ", :name "Bite (Giant Spider Form Only)", :type :action} {:description "Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).", :name "Web (Giant Spider Form Only; Recharge 5-6)", :type :action}]}, :vampiric-mist {:key :vampiric-mist, :int 6, :speed "0 ft., fly 30 ft. (hover) ", :name "Vampiric Mist", :alignment "chaotic evil", :cha 7, :hit-points {:die 8, :die-count 4, :modifier 12}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :str 6, :saving-throws {:wis 3}, :challenge 3, :con 16, :dex 16, :wis 12, :props {:condition-immunity {:charmed true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}, :damage-immunity {:poison true}, :damage-resistance {:acid true, :bludgeoning true, :cold true, :lightning true, :necrotic true, :piercing true, :slashing true, :thunder true}}, :traits [{:description "The mist can sense the location of any creature within 60 feet of it, unless that creature's type is construct or undead. ", :name "Life Sense"} {:description "The mist can't enter a residence without an invitation from one of the occupants. ", :name "Forbiddance"} {:description "The mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can't manipulate objects in any way that requires fingers or manual dexterity. ", :name "Misty Form"} {:description "The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks. ", :name "Sunlight Hypersensitivity"} {:description "The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. ", :name "Life Drain", :type :action}]}, :nagpa {:key :nagpa, :int 23, :speed "30 ft. ", :name "Nagpa", :alignment "neutral evil", :cha 21, :hit-points {:die 8, :die-count 34, :modifier 34}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:arcana 12, :deception 11, :history 12, :insight 10, :perception 10}, :str 9, :saving-throws {:cha 11, :int 12, :wis 10}, :challenge 17, :con 12, :dex 15, :wis 18, :props {:language {:common-plus-up-to-five-other-languages true}}, :traits [{:description "As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours. ", :name "Corruption"} {:description "As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect. ", :name "Paralysis (Recharge 6)"} {:description "The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared: \nCantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion \n1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt \n2nd level (3 slots): hold person, ray of enfeeblement, suggestion \n3rd level (3 slots): counterspell, fireball, fly \n4th level (3 slots): confusion, hallucinatory terrain, wall of fire \n5th level (2 slots): dominate person, dream, geas \n6th level (1 slot): circle of death, disintegrate \n7th level (1 slot): etherealness, prismatic spray \n8th level (1 slot): feeblemind ", :name "Spellcasting"} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. ", :name "Staff", :type :action}]}, :kruthik-hive-lord {:key :kruthik-hive-lord, :int 10, :speed "40 ft., burrow 20 ft., climb 40 ft. ", :name "Kruthik Hive Lord", :alignment "unaligned", :cha 10, :hit-points {:die 10, :die-count 12, :modifier 36}, :type :monstrosity, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :str 19, :challenge 5, :con 17, :dex 16, :wis 14, :props {:language {:kruthik true}}, :traits [{:description "The kruthik has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. ", :name "Tunneler"} {:description "The kruthik makes two stab attacks or two spike attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. ", :name "Stab", :type :action} {:description "Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Spike", :type :action} {:description "The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. ", :name "Acid Spray (Recharge 5-6)", :type :action}]}, :armanite {:key :armanite, :int 8, :speed "60 ft. ", :name "Armanite", :alignment "chaotic evil", :cha 13, :hit-points {:die 10, :die-count 8, :modifier 40}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 21, :challenge 7, :con 21, :dex 18, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The armanite has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The armanite's weapon attacks are magical.", :name "Magic Weapons"} {:description "The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. ", :name "Hooves", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach S ft., one target. Hit: 10 (2d4 + 5) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. ", :name "Serrated Tail", :type :action} {:description "The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. ", :name "Lightning Lance (Recharge 5-6)", :type :action}]}, :adult-kruthik {:key :adult-kruthik, :int 7, :speed "40 ft., burrow 20 ft., climb 40 ft. ", :name "Adult Kruthik", :alignment "unaligned", :cha 8, :hit-points {:die 8, :die-count 6, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 15, :challenge 2, :con 15, :dex 16, :wis 12, :props {:language {:kruthik true}}, :traits [{:description "The kruthik has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake. ", :name "Tunneler"} {:description "The kruthik makes two stab attacks or two spike attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ", :name "Stab", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ", :name "Spike", :type :action}]}, :deathlock-great-old-one-patron- {:key :deathlock-great-old-one-patron-, :int 14, :speed "30 ft.", :name "Deathlock (Great Old One patron)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 8}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :skills {:arcana 4, :history 4}, :str 11, :saving-throws {:cha 5, :int 4}, :challenge 4, :con 10, :dex 15, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self, mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 5th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, eldritch blast, mage hand \n1st-3rd level (2 3rd-level slots): armor of Agathys, detect thoughts, dissonant whispers, hunger of Hadar, Tasha's hideous laughter, phantasmal force ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead.", :name "Turn Resistance"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.", :name "Deathly Claw", :type :action}]}, :molydeus-summoning-variant- {:legendary-actions {:description "The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The molydeus regains spent legendary actions at the start of its turn. "}, :key :molydeus-summoning-variant-, :int 21, :speed "40 ft. ", :name "Molydeus (Summoning Variant)", :alignment "chaotic evil", :cha 24, :hit-points {:die 12, :die-count 16, :modifier 112}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:perception 20}, :str 28, :saving-throws {:cha 14, :con 14, :int 14, :str 16}, :challenge 21, :con 25, :dex 22, :wis 24, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :frightened true, :poisoned true, :stunned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: \nAt will: dispel magic, polymorph, telekinesis, teleport \n3/day: lightning bolt \n1/day: imprisonment ", :name "Innate Spellcasting"} {:description "If the molydeus fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/Day)"} {:description "The molydeus has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The molydeus's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit. ", :name "Demonic Weapon", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage. ", :name "Wolf Bite", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. ", :name "Snakebite", :type :action} {:description "The molydeus makes one attack, either with its demonic weapon or with its snakebite. ", :name "Attack", :type :legendary-action} {:description "The molydeus moves without provoking opportunity attacks. ", :name "Move", :type :legendary-action} {:description "The molydeus casts one spell from its Innate Spellcasting trait. ", :name "Cast a Spell", :type :legendary-action} {:description "As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6 babaus, 1d4 chasmes, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action. ", :name "Summon Demon (1/Day)", :type :action}]}, :air-elemental-myrmidon {:key :air-elemental-myrmidon, :int 9, :speed "30 ft., fly 30 ft. (hover) ", :name "Air Elemental Myrmidon", :alignment "neutral", :cha 10, :hit-points {:die 8, :die-count 18, :modifier 36}, :type :elemental, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 18, :challenge 7, :con 14, :dex 14, :wis 10, :props {:condition-immunity {:paralyzed true, :petrified true, :poisoned true, :prone true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :lightning true, :piercing true, :slashing true, :thunder true}, :language {:auran true, :one-language-of-its-creators-choice true}}, :traits [{:description "The myrmidon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The myrmidon makes three flail attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. ", :name "Flail", :type :action} {:description "The myrmidon makes one flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon's next turn. ", :name "Lightning Strike (Recharge 6)", :type :action}]}, :drow-matron-mother {:legendary-actions {:description "The drow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drow regains spent legendary actions at the start of her turn. "}, :key :drow-matron-mother, :int 17, :speed "30 ft. ", :name "Drow Matron Mother", :alignment "neutral evil", :cha 22, :hit-points {:die 8, :die-count 35, :modifier 105}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:insight 11, :perception 11, :religion 9, :stealth 10}, :str 12, :saving-throws {:cha 12, :con 9, :wis 11}, :challenge 20, :con 16, :dex 18, :wis 21, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :language {:elvish true, :undercommon true}}, :traits [{:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components: \nAt will: dancing lights, detect magic \n1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion ", :name "Innate Spellcasting"} {:description "As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn. ", :name "Lolth's Fickle Favor"} {:description "The drow has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared: \nCantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy \n1st level (4 slots): bane, command, cure wounds, guiding bolt \n2nd level (3 slots): hold person, silence, spiritual weapon \n3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians \n4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith \n5th level (3 slots): contagion, flame strike, geas, mass cure wounds \n6th level (2 slots): blade barrier, harm \n7th level (2 slots): divine word, plane shift \n8th level (1 slot): holy aura \n9th level (1 slot): gate ", :name "Spellcasting"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The matron mother makes two demon staff attacks or three tentacle rod attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +JO to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Demon Staff", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. ", :name "Tentacle Rod", :type :action} {:description "The drow magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. ", :name "Summon Servant (1/Day)", :type :action} {:description "The drow makes one attack with her demon staff. ", :name "Demon Staff", :type :legendary-action} {:description "An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see. ", :name "Compel Demon (Costs 2 Actions)", :type :legendary-action} {:description "The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell. ", :name "Cast a Spell (Costs 1-3 Actions)", :type :legendary-action}]}, :grazzt {:legendary-actions {:description "Graz'zt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Graz'zt regains spent legendary actions at the start of his turn. "}, :key :grazzt, :int 23, :speed "40 ft. ", :name "Graz'zt", :alignment "chaotic evil", :cha 26, :hit-points {:die 10, :die-count 33, :modifier 165}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:deception 15, :insight 12, :perception 12, :persuasion 15}, :str 22, :saving-throws {:con 12, :dex 9, :wis 12}, :challenge 24, :con 21, :dex 15, :wis 21, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. ", :name "Shapechanger"} {:description "Graz'zt's spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material components: \nAt will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers \n3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport \n1/day each: dominate monster, greater invisibility ", :name "Innate Spellcasting"} {:description "If Graz'zt fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Graz'zt has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Graz'zt's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Graz'zt attacks twice with Wave of Sorrow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 10 (3d6) acid damage. ", :name "Wave of Sorrow (Greatsword)", :type :action} {:description "Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "Graz'zt attacks once with Wave of Sorrow. ", :name "Attack", :type :legendary-action} {:description "One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs. ", :name "Dance, My Puppet!", :type :legendary-action} {:description "Graz'zt casts crown of madness or dissonant whispers. ", :name "Sow Discord", :type :legendary-action} {:description "Graz'zt uses his Teleport action. ", :name "Teleport", :type :legendary-action}]}, :star-spawn-hulk {:key :star-spawn-hulk, :int 7, :speed "30 ft. ", :name "Star Spawn Hulk", :alignment "chaotic evil", :cha 9, :hit-points {:die 10, :die-count 13, :modifier 65}, :type :aberration, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:perception 5}, :str 20, :saving-throws {:dex 3, :wis 5}, :challenge 10, :con 21, :dex 8, :wis 12, :props {:condition-immunity {:charmed true, :frightened true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:deep-speech true}}, :traits [{:description "If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic. ", :name "Psychic Mirror"} {:description "The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. ", :name "Slam", :type :action} {:description "The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone. ", :name "Reaping Arms (Recharge 5-6)", :type :action}]}, :male-steeder {:key :male-steeder, :int 2, :speed "30 ft., climb 30 ft. ", :name "Male Steeder", :alignment "unaligned", :cha 3, :hit-points {:die 8, :die-count 2, :modifier 4}, :type :monstrosity, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :skills {:perception 4, :stealth 5}, :str 15, :challenge 0.25, :con 14, :dex 12, :wis 10, :traits [{:description "The steed er can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet. ", :name "Extraordinary Leap"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time. ", :name "Sticky Leg", :type :action}]}, :wastrilith {:key :wastrilith, :int 19, :speed "30 ft., swim 80 ft. ", :name "Wastrilith", :alignment "chaotic evil", :cha 14, :hit-points {:die 10, :die-count 15, :modifier 75}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 19, :saving-throws {:con 10, :str 9}, :challenge 13, :con 21, :dex 18, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The wastrilith can breathe air and water. ", :name "Amphibious"} {:description "At the start of each of the wastrilith's turns, Grasping Spout. The wastrilith magically launches a spout exposed water within 30 feet of it is befouled. Underwater, this of water at one creature it can see within 60 feet of it. The effect lightly obscures the area until a current clears it away. target must make a DC 17 Strength saving throw, and it has Water in containers remains corrupted until it evaporates. disadvantage if it's underwater. On a failed save, it takes 22 A creature that consumes this foul water or swims in it must (4d8 + 4) acid damage and is pulled up to 60 feet toward the make a DC 18 Constitution saving throw. On a successful save, wastrilith. On a successful save, it takes half as much damage the creature is immune to the foul water for 24 hours. On a and isn't pulled. failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points. ", :name "Corrupt Water"} {:description "The wastrilith has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn. ", :name "Undertow"} {:description "The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. ", :name "Claws", :type :action} {:description "The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled. ", :name "Grasping Spout", :type :action}]}, :drow-house-captain {:key :drow-house-captain, :int 12, :speed "30 ft. ", :name "Drow House Captain", :alignment "neutral evil", :cha 13, :hit-points {:die 8, :die-count 25, :modifier 50}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:perception 6, :stealth 8}, :str 14, :saving-throws {:con 6, :dex 8, :wis 6}, :challenge 9, :con 15, :dex 19, :wis 14, :props {:language {:elvish true, :undercommon true}}, :traits [{:description "As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee at-tack or to take the Dodge or Hide action. ", :name "Battle Command"} {:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: \nAt will: dancing lights \n1/day each: darkness, faerie fire, levitate {self only) ", :name "Innate Spellcasting"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage. ", :name "Scimitar", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn. ", :name "Whip", :type :action} {:description "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. ", :name "Hand Crossbow", :type :action} {:description "The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon. ", :name "Reaction: Parry"}]}, :deathlock-mastermind-archfey-patron- {:key :deathlock-mastermind-archfey-patron-, :int 15, :speed "30 ft. ", :name "Deathlock Mastermind (Archfey patron)", :alignment "neutral evil", :cha 17, :hit-points {:die 8, :die-count 20, :modifier 20}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:arcana 5, :history 5, :perception 4}, :str 11, :saving-throws {:cha 6, :int 5}, :challenge 8, :con 12, :dex 16, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self. mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 10th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, mage hand, minor illusion, poison spray \n1st-5th level (2 5th-level slots): blink, dominate beast, dominate person, faerie fire, greater invisibility, hunger of Hadar, hypnotic pattern, phantasmal force, seeming, sleep ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). ", :name "Deathly Claw", :type :action} {:description "Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. ", :name "Grave Bolts", :type :action}]}, :ogre-bolt-launcher {:key :ogre-bolt-launcher, :int 5, :speed "40 ft.", :name "Ogre Bolt Launcher", :alignment "chaotic evil", :cha 7, :hit-points {:die 10, :die-count 7, :modifier 21}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :str 19, :challenge 2, :con 16, :dex 12, :wis 7, :props {:language {:common true, :giant true}}, :traits [{:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. ", :name "Fist", :type :action} {:description "Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10 + 1) piercing damage. ", :name "Bolt Launcher", :type :action}]}, :star-spawn-grue {:key :star-spawn-grue, :int 9, :speed "30 ft. ", :name "Star Spawn Grue", :alignment "neutral evil", :cha 6, :hit-points {:die 6, :die-count 5}, :type :aberration, :size :small, :option-pack "Mordenkainen's Tome of Foes", :armor-class 11, :str 6, :challenge 0.25, :con 10, :dex 13, :wis 11, :props {:damage-immunity {:psychic true}, :language {:deep-speech true}}, :traits [{:description "Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue. ", :name "Aura of Madness"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage. and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn. ", :name "Confounding Bite", :type :action}]}, :elder-tempest {:legendary-actions {:description "The tempest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only qt the end of another creature's turn. The tempest regains spent legendary actions at the start of its turn. "}, :key :elder-tempest, :int 2, :speed "0 ft., fly 120 ft. (hover) ", :name "Elder Tempest", :alignment "neutral", :cha 18, :hit-points {:die 20, :die-count 16, :modifier 96}, :type :elemental, :size :gargantuan, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :str 23, :saving-throws {:cha 11, :wis 12}, :challenge 23, :con 23, :dex 28, :wis 21, :props {:condition-immunity {:grappled true, :incapacitated false, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true, :stunned true}, :damage-immunity {:lightning true, :poison true, :thunder true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ", :name "Air Form"} {:description "The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach. ", :name "Flyby"} {:description "If the tempest fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog. ", :name "Living Storm"} {:description "The tempest deals double damage to objects and structures. ", :name "Siege Monster"} {:description "The tempest makes two attacks with its thunderous slam. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) thunder damage. ", :name "Thunderous Slam", :type :action} {:description "All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. ", :name "Lightning Storm (Recharge 6)", :type :action} {:description "The tempest moves up to its speed. ", :name "Move", :type :legendary-action} {:description "The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. ", :name "Lightning Strike (Costs 2 Actions)", :type :legendary-action} {:description "The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone. ", :name "Screaming Gale (Costs 3 Actions)", :type :legendary-action}]}, :cambion-geryon-zariel-variant- {:key :cambion-geryon-zariel-variant-, :int 14, :speed "30ft., fly 60ft.", :name "Cambion (Geryon/Zariel Variant)", :alignment "any evil alignment", :cha 16, :hit-points {:die 8, :die-count 11, :modifier 33}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 6, :intimidation 6, :perception 4, :stealth 7}, :str 18, :saving-throws {:cha 6, :con 6, :int 5, :str 7}, :challenge 5, :con 16, :dex 18, :wis 12, :languages "abyssal, common, infernal", :props {:damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :poison true, :slashing true}, :language {:abyssal true, :common true, :infernal true}}, :traits [{:description "The AC of the cambion includes its Charisma bonus.", :name "Fiendish Blessing"} {:description "The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: \n3/day each: alter self, command, detect magic\n1/day: plane shift (self only)", :name "Innate Spellcasting"} {:description "The cambion makes two melee attacks or uses its Fire Ray twice.", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1 d6) fire damage.", :name "Spear", :type :action} {:description "Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit: 10 (3d6) fire damage.", :name "Fire Ray", :type :action} {:description "As a bonus action, the cambion chooses another creature that can see or hear it within 120 feet. That creature gains advantage on all attack rolls and saving throws for the next minute or until the cambion uses this ability again. ", :name "Fury of the Nine"}]}, :marut {:key :marut, :int 19, :speed "40 ft., fly 30 ft. (hover) ", :name "Marut", :alignment "lawful neutral", :cha 18, :hit-points {:die 10, :die-count 32, :modifier 256}, :type :construct, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 22, :skills {:insight 10, :intimidation 12, :perception 10}, :str 28, :saving-throws {:cha 12, :int 12, :wis 10}, :challenge 25, :con 26, :dex 12, :wis 15, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true, :unconscious true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true, :thunder true}, :language {:all true}}, :traits [{:description "The marut is immune to any spell or effect that would alter its form. ", :name "Immutable Form"} {:description "The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components. \nAt will: plane shift (self only) ", :name "Innate Spellcasting"} {:description "If the marut fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The marut has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The marut makes two slam attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller. ", :name "Unerring Slam", :type :action} {:description "Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn. ", :name "Blazing Edict (Recharge 5-6)", :type :action} {:description "The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle. After teleporting in this way, the marut can't use this action again until it finishes a short or long rest. ", :name "Justify", :type :action}]}, :soul-monger {:key :soul-monger, :int 19, :speed "30 ft. ", :name "Soul Monger", :alignment "neutral", :cha 13, :hit-points {:die 8, :die-count 19, :modifier 38}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:perception 7}, :str 8, :saving-throws {:cha 5, :dex 7, :wis 7}, :challenge 11, :con 14, :dex 17, :wis 15, :props {:condition-immunity {:charmed true, :frightened true}, :damage-immunity {:necrotic true, :psychic true}, :language {:common true, :elvish true}}, :traits [{:description "The soul monger has advantage on saving throws against being charmed, and magic can't put it to sleep. ", :name "Fey Ancestry"} {:description "The soul monger's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \nAt will: chill touch (3d8 damage), poison spray (3d12 damage) \n1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming ", :name "Innate Spellcasting"} {:description "The soul monger has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature's hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls. ", :name "Soul Thirst"} {:description "Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature's next turn. ", :name "Weight of Ages"} {:description "The soul monger makes two phantasmal dagger attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger's next turn. ", :name "Phantasmal Dagger", :type :action} {:description "The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage. ", :name "Wave of Weariness (Recharge 4-6)", :type :action}]}, :hellfire-engine {:key :hellfire-engine, :int 2, :speed "40 ft. ", :name "Hellfire Engine", :damage-immunities "fire, poison", :alignment "lawful evil", :cha 1, :hit-points {:die 12, :die-count 16, :modifier 112}, :type :construct, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 20, :saving-throws {:cha 0, :dex 8, :wis 5}, :challenge 16, :con 24, :dex 16, :condition-immunities "charmed, deafened, frightened, paralyzed, poisoned, unconscious", :wis 10, :languages "understands infernal but cant speak", :props {:condition-immunity {:charmed true, :deafened true, :frightened true, :paralyzed true, :poisoned true, :unconscious true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :psychic true, :slashing true}, :language {:understands-infernal-but-cant-speak true}}, :traits [{:description "The hellfire engine is immune to any spell or effect that would alter its form. ", :name "Immutable Form"} {:description "The hellfire engine has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance", :type :Other} {:description "The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire engine's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained. ", :name "Flesh-Crushing Stride", :type :action} {:description "The hellfire engine uses one of the following options: ", :name "Hellfire Weapons", :type :action} {:description "The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel. ", :name "Bonemelt Sprayer", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. ", :name "Lightning Flail", :type :action} {:description "The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. ", :name "Thunder Cannon", :type :action} {:description "If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. ", :type :action}]}, :corpse-flower {:key :corpse-flower, :int 7, :speed "20 ft., climb 20 ft. ", :name "Corpse Flower", :alignment "chaotic evil", :cha 3, :hit-points {:die 10, :die-count 15, :modifier 45}, :type :plant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :str 14, :challenge 8, :con 16, :dex 14, :wis 15, :props {:condition-immunity {:blinded true, :deafened true}}, :traits [{:description "When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free. While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following: \n• The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space. \n• The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see the Stench of Death trait). ", :name "Corpses"} {:description "The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours. ", :name "Stench of Death"} {:description "The corpse flower makes three tentacle attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage. ", :name "Tentacle", :type :action} {:description "The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait. ", :name "Harvest the Dead", :type :action}]}, :juiblex {:legendary-actions {:description "Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Juiblex regains spent legendary actions at the start of its turn. "}, :key :juiblex, :int 20, :speed "30 ft. ", :name "Juiblex", :alignment "chaotic evil", :cha 16, :hit-points {:die 12, :die-count 28, :modifier 168}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:perception 12}, :str 24, :saving-throws {:con 13, :dex 7, :wis 12}, :challenge 23, :con 23, :dex 10, :wis 20, :props {:condition-immunity {:prone true, :restrained true, :stunned true, :deafened true, :frightened true, :paralyzed true, :charmed true, :blinded true, :poisoned true, :grappled true, :unconscious true, :petrified true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn. ", :name "Foul"} {:description "juiblex's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components: \nAt will: acid splash (17th level), detect magic \n3/day each: blight, contagion, gaseous form ", :name "Innate Spellcasting"} {:description "If Juiblex fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Juiblex has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Juiblex's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "Juiblex makes three acid lash attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after 1 minute. ", :name "Acid Lash", :type :action} {:description "Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent -1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent -1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to -5, the object is destroyed. ", :name "Eject Slime (Recharge 5-6)", :type :action} {:description "Juiblex casts acid splash. ", :name "Acid Splash", :type :legendary-action} {:description "Juiblex makes one acid lash attack. ", :name "Attack", :type :legendary-action} {:description "Melee Weapon Attack: + 14 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the target. ", :name "Corrupting Touch (Costs 2 Actions)", :type :legendary-action}]}, :howler {:key :howler, :int 5, :speed "40 ft. ", :name "Howler", :alignment "chaotic evil", :cha 6, :hit-points {:die 10, :die-count 12, :modifier 24}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:perception 8}, :str 17, :challenge 8, :con 15, :dex 16, :wis 20, :props {:condition-immunity {:frightened true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:understands-abyssal-but-cant-speak true}}, :traits [{:description "A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "The howler makes two bite attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance. ", :name "Rending Bite", :type :action} {:description "The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours. ", :name "Mind-Breaking Howl (Recharge 6)", :type :action}]}, :hydroloth {:key :hydroloth, :int 19, :speed "20 ft., swim 40 ft. ", :name "Hydroloth", :alignment "neutral evil", :cha 14, :hit-points {:die 8, :die-count 18, :modifier 54}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:insight 4, :perception 4}, :str 12, :challenge 9, :con 16, :dex 21, :wis 10, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :lightning true, :piercing true, :slashing true}, :damage-vulnerability {:fire true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The hydroloth can breathe air and water. ", :name "Amphibious"} {:description "The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: darkness, detect magic, dispel magic, invisibility (self only), water walk \n3/day each: control water, crown of madness, fear, phantasmal killer, suggestion ", :name "Innate Spellcasting"} {:description "The hydroloth has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The hydroloth's weapon attacks are magical.", :name "Magic Weapons"} {:description "The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.", :name "Secure Memory"} {:description "While submerged in liquid, the hydroloth has advantage on attack rolls. ", :name "Watery Advantage"} {:description "The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. ", :name "Bite", :type :action} {:description "The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early. ", :name "Steal Memory (1/Day)", :type :action} {:description "The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action}]}, :duergar-soulblades {:key :duergar-soulblades, :int 11, :speed "25 ft. ", :name "Duergar Soulblades", :alignment "lawful evil", :cha 12, :hit-points {:die 8, :die-count 4}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :str 11, :challenge 1, :con 10, :dex 16, :wis 10, :props {:damage-resistance {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ", :name "Duergar Resilience"} {:description "As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated. ", :name "Create Soulblade"} {:description "The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: blade ward, true strike \n3/day each: jump, hunter's mark ", :name "Innate Spellcasting (Psionics)"} {:description "While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage. ", :name "Soulblade", :type :action} {:description "For l minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ", :name "Enlarge (Recharges after a Short or Long Rest)", :type :action} {:description "The duergar magically turns invisible for up to l hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ", :name "Invisibility (Recharges after a Short or Long Rest).", :type :action}]}, :giff {:key :giff, :int 11, :speed "30 ft. ", :name "Giff", :alignment "lawful neutral", :cha 12, :hit-points {:die 8, :die-count 8, :modifier 24}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 18, :challenge 3, :con 17, :dex 14, :wis 12, :props {:language {:common true}}, :traits [{:description "The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. ", :name "Headfirst Charge"} {:description "The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols. ", :name "Firearms Knowledge"} {:description "The giff makes two pistol attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 2) piercing damage. ", :name "Musket", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.", :name "Pistol", :type :action} {:description "The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. ", :name "Fragmentation Grenade (1/day)", :type :action}]}}, :orcpub.dnd.e5/races {:gith {:abilities {:orcpub.dnd.e5.character/int 1}, :key :gith, :languages #{"Common" "Gith"}, :name "Gith", :option-pack "Mordenkainen's Tome of Foes", :size :medium, :speed 30, :traits []}, :tiefling-mtof-variant- {:key :tiefling-mtof-variant-, :speed 30, :name "Tiefling (MToF Variant)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :profs {:language-options {:options {:common false}}}, :languages #{"Common" "Infernal"}, :props {:damage-resistance {:fire true}}, :traits [{:description "You have resistance to fire damage", :name "Hellish Resistance"}]}}, :orcpub.dnd.e5/subraces {:dispater {:abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/dex 1}, :key :dispater, :name "Dispater", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 3, :value {:ability :cha, :key :disguise-self, :level 1}} {:level 5, :value {:ability :cha, :key :detect-thoughts, :level 2}}], :traits [{:description "You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Dis"}]}, :shadar-kai {:abilities {:orcpub.dnd.e5.character/con 1}, :key :shadar-kai, :name "Shadar-kai", :option-pack "Mordenkainen's Tome of Foes", :props {:damage-resistance {:necrotic true}}, :race :elf, :traits [{:description "As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.\nStarting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.", :name "Blessing of the Raven Queen"} {:description "You have resistance to necrotic damage", :name "Necrotic Resistance"}]}, :eladrin-mtof-variant- {:abilities {:orcpub.dnd.e5.character/cha 1}, :key :eladrin-mtof-variant-, :name "Eladrin (MToF variant)", :option-pack "Mordenkainen's Tome of Foes", :race :elf, :traits [{:description "When finishing a long rest, any eladrin can change their season. The seasons are Autumn, Winter, Spring and Summer, and they might choose the season that is in the world or the one that matches their emotional state.", :name "Season"} {:description "As a bonus action, you may magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do it again until you finish a long or short rest.\nWhen you reach 3rd level, this ability gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:\n\n• Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.\n• Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.\n• Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.\n• Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).", :name "Fey Step"}]}, :mephistopheles {:abilities {:orcpub.dnd.e5.character/int 1}, :key :mephistopheles, :name "Mephistopheles", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :mage-hand}} {:level 3, :value {:ability :cha, :key :burning-hands, :level 1}} {:level 5, :value {:ability :cha, :key :flame-blade, :level 2}}], :traits [{:description "You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Cania"}]}, :githyanki {:key :githyanki, :race :gith, :name "Githyanki", :spells [{:value {:ability :int, :key :mage-hand}} {:level 3, :value {:ability :int, :key :jump, :level 1}} {:level 5, :value {:ability :int, :key :misty-step, :level 2}}], :abilities {:orcpub.dnd.e5.character/str 2}, :option-pack "Mordenkainen's Tome of Foes", :profs {:skill-options {:choose 1, :options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}}}, :props {:armor-prof {:light true, :medium true}, :language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :giant false, :auran false, :halfling false, :goblin false}, :weapon-prof {:greatsword true, :longsword true, :shortsword true}}, :traits [{:description "You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.\nWhen you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.\nIntelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.", :name "Githyanki Psionics"} {:description "You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.", :name "Decadent Mastery"} {:description "You are proficient with light and medium armor and with shortswords, longswords, and greatswords.", :name "Martial Prodigy"}]}, :githzerai {:abilities {:orcpub.dnd.e5.character/wis 2}, :key :githzerai, :name "Githzerai", :option-pack "Mordenkainen's Tome of Foes", :props {:saving-throw-advantage {:charmed true, :frightened true}}, :race :gith, :spells [{:value {:ability :wis, :key :mage-hand}} {:level 3, :value {:ability :wis, :key :shield, :level 1}} {:level 5, :value {:ability :wis, :key :detect-thoughts, :level 2}}], :traits [{:description "You know the mage hand cantrip. The hand is invisible when you cast the cantrip with this trait.\nAt 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest. At 5rd level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.\nWisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.", :name "Githzerai Psionics"} {:description "You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.", :name "Mental Discipline"}]}, :baalzebul {:abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/int 1}, :key :baalzebul, :name "Baalzebul", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 3, :value {:ability :cha, :key :ray-of-sickness, :level 1}} {:level 5, :value {:ability :cha, :key :crown-of-madness, :level 2}}], :traits [{:description "You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Maladomini"}]}, :deep-gnome-svirfneblin- {:abilities {:orcpub.dnd.e5.character/dex 1}, :darkvision 120, :key :deep-gnome-svirfneblin-, :name "Deep Gnome (Svirfneblin)", :option-pack "Mordenkainen's Tome of Foes", :props {:language {:undercommon true}}, :race :gnome, :traits [{:description "You have advantage on Dexterity (Stealth) checks to hide in rocky terrain and underground.", :name "Stealth Camouflage"} {:description "Your darkvision has a radius of 120 feet.", :name "Superior Darkvision"}]}, :glasya {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :glasya, :name "Glasya", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :minor-illusion}} {:level 3, :value {:ability :cha, :key :disguise-self, :level 1}} {:level 5, :value {:ability :cha, :key :invisibility, :level 2}}], :traits [{:description "You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Malbolge"}]}, :fierna {:abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/wis 1}, :key :fierna, :name "Fierna", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :friends}} {:level 3, :value {:ability :cha, :key :charm-person, :level 1}} {:level 5, :value {:ability :cha, :key :suggestion, :level 2}}], :traits [{:description "You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Phlegethos"}]}, :sea-elf {:abilities {:orcpub.dnd.e5.character/con 1}, :key :sea-elf, :name "Sea Elf", :option-pack "Mordenkainen's Tome of Foes", :props {:language {:aquan true, :primordial false}, :weapon-prof {:crossbow-light true, :net true, :spear true, :trident true}}, :race :elf, :traits [{:description "You have a swimming speed of 30 ft, and you can breathe in both air and water.", :name "Child of the Sea"} {:description "Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.", :name "Friend of the Sea"} {:description "You have proficiency with the spear, trident, light crossbow, and net.", :name "Sea Elf Training"}]}, :zariel {:abilities {:orcpub.dnd.e5.character/str 1}, :key :zariel, :name "Zariel", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy, :level 0}} {:level 3, :value {:ability :cha, :key :searing-smite, :level 1}} {:level 5, :value {:ability :cha, :key :branding-smite, :level 2}}], :traits [{:description "You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Avernus"}]}, :mammon {:abilities {:orcpub.dnd.e5.character/int 1}, :key :mammon, :name "Mammon", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :mage-hand}} {:level 3, :value {:ability :cha, :key :tensers-floating-disk, :level 1}} {:level 5, :value {:ability :cha, :key :arcane-lock, :level 2}}], :traits [{:description "You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Minauros"}]}, :asmodeus {:abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/int 1}, :key :asmodeus, :name "Asmodeus", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 3, :value {:ability :cha, :key :hellish-rebuke, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.", :name "Infernal Legacy"}]}, :levistus {:abilities {:orcpub.dnd.e5.character/con 1}, :key :levistus, :name "Levistus", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :ray-of-frost}} {:level 3, :value {:ability :cha, :key :armor-of-agathys, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Stygia"}]}, :duergar-mtof-variant- {:key :duergar-mtof-variant-, :race :dwarf, :name "Duergar (MToF variant)", :darkvision 120, :spells [{:level 3, :value {:ability :int, :key :enlarge-reduce, :level 2}} {:level 5, :value {:ability :int, :key :invisibility, :level 2}}], :abilities {:orcpub.dnd.e5.character/str 1}, :option-pack "Mordenkainen's Tome of Foes", :props {:language {:undercommon true}, :saving-throw-advantage {:charmed true, :paralyzed true}}, :traits [{:description "You have advantage on saving throws against illusions and against being charmed or paralyzed.", :name "Duergar Resilience"} {:description "When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.", :name "Duergar Magic"} {:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"} {:description "Your darkvision has a radius of 120 feet.", :name "Superior Darkvision"}]}}}, "5eHB - GW2 Sylvari Race- (Pandm101#8834)" {:orcpub.dnd.e5/backgrounds {:sylvari-taught-naturalist {:equipment {:backpack 1, :clothes-traveler-s 1, :herbalism-kit 1, :rope-hempen 1}, :key :sylvari-taught-naturalist, :name "Sylvari Taught Naturalist", :option-pack "MOC Pandm's Races", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:nature true}, :tool {:herbalism-kit true}}, :traits []}}, :orcpub.dnd.e5/races {:sylvari {:key :sylvari, :speed 30, :name "Sylvari", :spells [{:value {:ability :int, :key :druidcraft}}], :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "MOC Pandm's Races", :profs {:language-options {:choose 1, :options {:common false, :elvish false, :sylvan false}}, :skill-options {:options {:nature true}}, :tool {:herbalism-kit true, :poisoners-tools false}}, :languages #{"Common" "Sylvan"}, :props {:armor-prof {:light true}, :skill-prof {:nature true}, :swimming-speed 20, :weapon-prof {:simple true, :whip true}}, :traits [{:description "Sylvari are born as fully grown humanoids with knowledge gained through their \"Mother\" which is normally an extremely large plant at the center of their villages.\n\nAlmost all Sylvari are friendly, quick to introduce themselves, and welcoming of others, they are generally received with curiosity and friendship, however more aggressive peoples will see them as weak due to their inherent lack of hostility.\n\nForest Sylvari are the most diverse in appearance among Sylvari, they come in a wide variety of colors and appearances. The tops of their heads come in many varieties as well, from bark-like protrusions to nearly any leaf-like, or floral style reminiscent of other humanoid hairstyles. Their skin comes in almost any color you could imagine, and surely they come in any color that a plant does, from daffodil yellow, to a deep forest green, rose red, or bark brown, you can find Sylvari with the appearance to match. Their eyes come in a multitude of colors but usually match the color of their bio-luminescence. They average between five to six feet tall and weigh between 120 to 160 pounds, their size is Medium.\n\nDesert Sylvari are reminiscent of Cacti, usually having ridges of thorns on the tops of their heads and occasionally where most humanoids have eyebrows or along the ridge of the nose. Their skin comes in a variety of colors but is usually a shade of green, brown, or darker blues. Their eyes come in a multitude of colors but usually match the color of their bio-luminescence. They average between five to six feet tall and weigh between 130 to 170 pounds, their size is Medium.\n\nUndergrowth Sylvari are very similar to the Forest Sylvari, however the tops of their heads are always a type of mushroom and their skin is almost always a darker green, blue, brown, or red. Their eyes come in a multitude of colors but usually match the color of their bio-luminescence, however the colors for their bio-luminescence also tends to be a darker shade, however can be a much lighter shade of their skin tone. They average between five to six feet tall and weigh between 120 to 160 pounds, their size is Medium.\n\n", :name "Sylvari Appearance/Attitude"} {:description "All Sylvari receive +2 Bonus to any roll when making checks involving plants.", :name "Sylvari Naturecraft"} {:description "All Sylvari, due to being born of nature, have a +2 Bonus on any stealth checks involving foliage, or checks involving searching through foliage.", :name "Sylvari Forestwalking"} {:description "All Sylvari have a secondary color pattern under their skin that can shine at night or dim conditions, the color is generally complementary of their normal skin color. The brightness allows them to light a 10 foot area around them and they can change how bright it is, or if they have any light showing at will. When Sylvari aren't controlling their bio-luminescence it generally seems to match their mood, growing brighter when they are happy, energetic or angry and dimming when they are sad, tired or scared.", :name "Sylvari Bio-luminescence"}]}}, :orcpub.dnd.e5/spells {:sylvari-healing-pod {:description "Any member of the Sylvari race may summon the seed pod which forms into a healing plant. At the beginning of each allies turn they gain 1d4 HP if they are within 5 feet of the healing plant, this is increased to 1d6 if they ended their previous turn within 5 feet of it. At levels 5, 11, and 17, the healing is increased by one die each time.", :key :sylvari-healing-pod, :school "conjuration", :name "Sylvari Healing Pod", :duration "5 minutes", :level 1, :option-pack "MOC Pandm's Races", :components {:somatic true, :verbal true}, :casting-time "One Round", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "20 Feet"}}, :orcpub.dnd.e5/subraces {:desert-sylvari {:key :desert-sylvari, :race :sylvari, :name "Desert Sylvari", :spells [{:value {:ability :int, :key :druidcraft}}], :abilities {:orcpub.dnd.e5.character/cha -2, :orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/int -1, :orcpub.dnd.e5.character/str 1}, :option-pack "MOC Pandm's Races", :profs {:skill-options {:options {:nature true}}, :tool {:herbalism-kit true, :potters-tools true}}, :props {:damage-resistance {:fire true}, :language {:common true, :sylvan true}, :max-hp-bonus 1, :saving-throw-advantage {:grappled true}, :skill-prof {:athletics true, :nature true, :survival true}, :weapon-prof {:simple true}}, :traits [{:description "Due to being born of the desert, you have natural resistance to fire, need half as much water, and gain advantage when resisting druidic magic, as well as advantage from being grappled. \n\nWhen you are grappled, or when you grapple an opponent during each of your turns and each turn of the opponent grappling you, they take 1d4 piercing damage from your natural spines and receive a -1 penalty when trying to break free from your grapple.", :name "Desert Sylvari Traits"}]}, :forest-sylvari {:key :forest-sylvari, :race :sylvari, :name "Forest Sylvari", :spells [{:value {:ability :wis, :key :druidcraft}}], :abilities {:orcpub.dnd.e5.character/cha -1, :orcpub.dnd.e5.character/con -1, :orcpub.dnd.e5.character/wis 1}, :option-pack "MOC Pandm's Races", :profs {:tool {:herbalism-kit true, :painters-supplies true}}, :props {:armor-prof {:light true}, :skill-prof {:nature true, :perception true}, :weapon-prof {:simple true, :whip true}}, :traits [{:description "Once per long rest a Forest Sylvari may harden their skin and gain a bonus 4 to their AC, resistance from piercing and slashing damage, as well as have immunity to critical hits for 5 minutes, however they become weak to fire and have disadvantage against all saving throws involving fire or fire element spells.", :name "Forest Sylvari Bark Armor"}]}, :undergrowth-sylvari {:key :undergrowth-sylvari, :race :sylvari, :name "Undergrowth Sylvari", :darkvision 60, :spells [{:value {:ability :int, :key :druidcraft}}], :abilities {:orcpub.dnd.e5.character/cha -2, :orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 1}, :option-pack "MOC Pandm's Races", :profs {:tool {:herbalism-kit true, :poisoners-tools true}}, :props {:armor-prof {:light true}, :damage-resistance {:necrotic true, :poison true}, :language {:common true, :sylvan true}, :saving-throw-advantage {:poisoned true}, :skill-prof {:nature true, :stealth true}, :weapon-prof {:blowgun true, :shortbow true, :simple true, :whip true}}, :traits [{:description "Undergrowth Sylvari are resistant to poison and necrotic damage and have advantage against being poisoned. \n\n", :name "Undergrowth Sylvari Resistance"} {:description "Undergrowth Sylvari are adept at becoming shadows at night in nature, they gain advantage on any stealth check while they are hidden in nature, and anything trying to find them has disadvantage when they are hidden in nature. They also get a +2 bonus to any roll when attacking from stealth at night in nature.", :name "Undergrowth Sylvari Guile"}]}}}, "Spells of Ravenloft - (SyllabicAbjad#6977)" {:orcpub.dnd.e5/spells {:geist {:description "You manifest a sign of supernatural power within range. You create one of the following magical effects within range:\n-You create an instantaneous, harmless sensory effect, such as a scream, a puff of wind, a sudden chill, or an odd odor.\n-You create an auditory effect, such as the sound of footsteps, sobbing, shrieking, ominous whispers, or faint musical notes for up to 1 minute.\n-You instantaneously light or snuff out a candle, a torch, or a small campfire.\n-You instantaneously cause an unlocked door or window to fly open or slam shut.\n-You make a mark, such as dripping blood, hand or foot prints, or claw marks appear on an object or surface for up to 1 minute.\n-You create a flickering shadow that lasts for up to 1 minute.\n\nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.", :key :geist, :school "transmutation", :name "Geist", :duration "Up to 1 minute", :level 0, :option-pack "Spells of Ravenloft", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :ectoplasmic-armor {:description "You touch a willing creature who isn't wearing armor, they become surrounded by a ghostly ectoplasmic shroud that protects them from the touch of incorporeal undead. The target's base AC becomes 15+ its Dexterity modifier. This armor bonus applies only against melee attacks from undead creatures with the Incorporeal Movement feature (such as banshees, ghosts, specters, wraiths, and similar creatures). All other attacks ignore the armor bonus from ectoplasmic armor.\nThe Base AC increases by 1 when you reach 5th level (base AC 16), 9th level (base AC 17), 13th level (base AC 18), and 17th level (base AC 19).\nThe spell ends if the target dons armor or if you dismiss the spell as an action.", :key :ectoplasmic-armor, :school "abjuration", :name "Ectoplasmic Armor", :duration "8 hours", :level 1, :option-pack "Spells of Ravenloft", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :ground-fog {:description "You create a 50-foot-radius ground fog that only rises about 2 feet (knee-high on a Medium-size humanoid), centered on a point within range. The fog swirls mysteriously, so an invisible creature moving through the fog does not create enough of a stir to reveal its presence more readily than normal. The ground fog spreads around corners, and heavily obscures the ground beneath, as well as anything it covers, such as a Tiny creature, a prone human, or a hidden pit. It offers total cover to gaseous creatures, such as a spellcaster or vampire using gaseous form. It lasts for the the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the fog increases by 20 feet for each slot level above 2nd.", :key :ground-fog, :school "conjuration", :name "Ground Fog", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Spells of Ravenloft", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :strahds-baneful-attractor {:description "You cause spells to divert from their original paths to strike your target. Upon casting this spell, you surround the target with a 15-foot diameter invisible aura that attracts spell aimed at nearby creatures. Any ranged spell that deals damage, and targets a specific creature (such as disintegrate, magic missile, or scorching ray) within 15 feet is diverted to strike the target of this spell instead. The diverted spell strikes the creature affected by Strahd's baneful attractor, even if this would cause it exceed its normal range. The aura of this spell does not pass through barriers that would impede line of effect.\nRanged beneficial spells with a specific target, or area-effecting spells (like fireball, flame strike, or lightning bolt) are not affected by Strahd's baneful attractor. Potentially harmful spells that don't directly deal damage (like magic jar, silence, or many enchantment spells) are also not diverted by this spell.", :key :strahds-baneful-attractor, :school "evocation", :name "Strahd's Baneful Attractor", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "Spells of Ravenloft", :components {:material true, :material-component "a few bits of broken glass", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :augmented-undead {:description "This spell temporarily strengthens any undead creature. The targeted undead creature gains advantage on all saving throws and its CR is increased by 2 for the purposes of Destroy Undead.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.", :key :augmented-undead, :school "necromancy", :name "Augmented Undead", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Spells of Ravenloft", :components {:material true, :material-component "a scrap of clothing from any undead creature", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :rain-of-terror {:description "You cause a terrifying rain to begin falling from the sky within a 100-foot radius centered on you. All creatures other than you within this radius suffer disadvantage on all saving throws versus fear effects.\nAdditionally, you double your proficiency bonus on Intimidation checks while this spell is in effect.\nFor type of rain read p8 of spells of Ravenloft (too long to type out).", :key :rain-of-terror, :school "necromancy", :name "Rain of Terror", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Spells of Ravenloft", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (100-foot radius)"}, :ectoplasmic-feedback {:description "A sheath of energy that reacts to incorporeal touch attacks protects you. Any undead creature with the Incorporeal Movement feature that hits you with a melee attack takes 1d6+5 points of force damage.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by +1 for each slot level above 3rd.", :key :ectoplasmic-feedback, :school "abjuration", :name "Ectoplasmic Feedback", :duration "1 min/level", :level 3, :option-pack "Spells of Ravenloft", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :forced-manifestation {:description "You target one undead creature with the Incorporeal Movement feature, such as a ghost. The creature targeted by this spell is enveloped in a violet haze that forces it to manifest, taking on substance. The targeted creature must make a Wisdom saving throw. On a failed save, the target can no longer use Incorporeal Movement for the duration of the spell. Additionally, if the target is capable of Etherealness, they are trapped on the plane from which you cast this for the duration of the spell.", :key :forced-manifestation, :school "transmutation", :name "Forced Manifestation", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Spells of Ravenloft", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 ft"}, :protection-from-curses {:description "While this spell is in effect, the target you touch doubles your proficiency bonus on all saving throws against curses, such as Vistani Curses (See Curse of Strahd), lycanthropy, or magical curses. For the purpose of this spell, a magical curse is any spell that states that a condition of the spell may be removed by remove curse (e.g. bestow curse, geas, hex, or similar spells).\nNote that full-blood Vistani can sense when a person is affected by this spell. To avoid the hindrance created by this spell, offended Vistani may tailor their curses to target the recipient's family or possessions rather than the recipient themself.\n*If powers checks are used, this spell provides no protection against failed powers checks.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 24 hours for each slot level above 2nd.", :key :protection-from-curses, :school "abjuration", :name "Protection From Curses", :duration "24 hours", :level 2, :option-pack "Spells of Ravenloft", :components {:material true, :material-component "an amulet made from the foot of a chicken, feathers from an eagle, and some vanilla seeds", :somatic true, :verbal true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :berserk {:description "You force the target to make a Wisdom saving throw. Failure forces the target to immediately go berserk, giving the target temporary hit points equal to your proficiency bonus, and granting them advantage on melee attack and damage rolls.\nThe target must use their action each round to attack the nearest creature with a melee attack. If the target can make extra attacks as part of the Attack action, they must use those extra attacks, moving to attack the nearest creature after felling the current creature. If they have multiple possible targets, they attack one at random. The target is berserk until they start their turn with no creatures within 60 feet of them that they can see or hear.", :key :berserk, :school "enchantment", :name "Berserk", :duration "Special", :level 3, :option-pack "Spells of Ravenloft", :components {:material true, :material-component "a bear claw", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :ghost-touch-weapon {:description "You touch a nonmagical melee weapon. That weapon gains a ghostly translucence and counts as a magical weapon for the purpose of overcoming resistance and immunity to nonmagical attacks and damage against undead with the Incorporeal Movement feature.", :key :ghost-touch-weapon, :school "transmutation", :name "Ghost Touch Weapon", :duration "Concentration, up to 1 hour", :level 1, :option-pack "Spells of Ravenloft", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :insight {:description "This spell imbues your vision with an unearthly degree of acuity. Clues that you would normally overlook seem to leap out with unnatural clarity, allowing you to notice even the smallest details.\nThis spell doubles your proficiency bonus on Investigation and Insight checks.", :key :insight, :school "divination", :name "Insight", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Spells of Ravenloft", :components {:material true, :material-component "the eye of a hawk, eagle or similar bird of prey", :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "self"}, :leech-the-dying {:description "You touch a living creature that has 0 hit points and is stable. The creature must make a Constitution saving throw. Failure causes the creature to suffer 1 damage. This spell has no effect on undead or constructs.", :key :leech-the-dying, :school "necromancy", :name "Leech The Dying", :duration "Instantaneous", :level 0, :option-pack "Spells of Ravenloft", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :diminish-undead {:description "This spell temporarily disrupts the loathsome forces that drive the undead ever onward, rendering them temporarily vulnerable. The targeted undead creature disadvantage on all subsequent saving throws and its CR is reduced by 2 for the purposes of Destroy Undead.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.", :key :diminish-undead, :school "necromancy", :name "Diminish Undead", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Spells of Ravenloft", :components {:material true, :material-component "a scrap of clothing from any undead creature", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}}}, "PHB - Battle Master w Maneuvers - (mattswymer#7833)" {:orcpub.dnd.e5/selections {:maneuvers {:key :maneuvers, :name "Maneuvers", :option-pack "Player's Handbook", :options [{:description "When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.", :name "Commander’s Strike"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.", :name "Disarming Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.", :name "Distracting Strike"} {:description "When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.", :name "Evasive Footwork"} {:description "You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.", :name "Feinting Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.", :name "Goading Attack"} {:description "When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.", :name "Lunging Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.", :name "Maneuvering Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.", :name "Menacing Attack"} {:description "When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.", :name "Parry"} {:description "When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.", :name "Precision Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.", :name "Pushing Attack"} {:description "On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.", :name "Rally"} {:description "When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.", :name "Riposte"} {:description "When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.", :name "Sweeping Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.", :name "Trip Attack"}]}}, :orcpub.dnd.e5/subclasses {:battle-master- {:class :fighter, :key :battle-master-, :level-modifiers [], :level-selections [{:level 3, :num 3, :type :maneuvers} {:level 7, :num 2, :type :maneuvers} {:level 10, :num 2, :type :maneuvers} {:level 15, :num 2, :type :maneuvers}], :name "Battle Master ", :option-pack "Player's Handbook", :traits [{:description "Your study of the art of war not only in battle but out of it grants you a proficiency in an artisan tool of your choice.", :level 3, :name "War Student"} {:description "You start with 4 superiority dice. They are d8 and you use one whenever you use a maneuver. You regain them all when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. \nSaving Throws: If a maneuver requires a saving throw, the DC is 8+ your proficiency bonus + your Strength or Dexterity modifier (your choice).", :level 3, :name "Superiority Dice"} {:description "When you reach 7th level, you can spend 1 minute watching your enemy in or out of combat. Doing so gives you information about their abilities. The DM can then tell you if the following enemy abilities are your equal to, stronger, or weaker than your own:\n-Strength ability score\n-Dexterity ability score\n-Constitution ability score\n-AC\n-Current HP\n-Total levels (if any)\n-Fighter levels (if any)", :level 7, :name "Study Your Enemy "} {:description "When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.", :level 10, :name "Improved Superior Combat "} {:description "Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.", :level 15, :name "Relentless "}]}}}, "UA - Eberron Changeling (Qozux#0442)" {:orcpub.dnd.e5/races {:changeling {:key :changeling, :speed 30, :name "Changeling", :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "UA: Eberron", :languages #{"Common"}, :props {:skill-prof {:deception true}}, :traits [{:description "As an action, you can polymorph into any humanoid of your size that you have seen, or\nback into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.", :name "Shapechanger"}]}}}, "D&D 5e " {:orcpub.dnd.e5/spells {:geas {:description "You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.\nAt Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the Spells mentioned above.", :key :geas, :school "enchantment", :name "Geas", :duration "30 days", :level 6, :option-pack "D&D 5e ", :components {:verbal true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}}}, "PHB Subclasses (LunaMoonbringer#2094)" {:orcpub.dnd.e5/subclasses {:the-archfey {:class :warlock, :key :the-archfey, :level-modifiers [], :name "The Archfey", :option-pack "PH SC", :traits [{:description "The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you: Faerie Fire, Sleep, Calm Emotions, Phantasmal Force, Blink, Plant Growth, Dominate Beast, Greater Invisibility, Dominate Person, Seeming.", :name "Expanded Spell List"} {:description "Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.", :name "Fey Presence"} {:description "Starting at 6th level. you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.", :level 6, :name "Misty Escape"} {:description "Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.", :level 10, :name "Beguiling Defenses"} {:description "Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.", :level 14, :name "Dark Delirium"}], :warlock-spells {1 {0 :faerie-fire, 1 :sleep}, 2 {0 :calm-emotions, 1 :phantasmal-force}, 3 {0 :blink, 1 :plant-growth}, 4 {0 :dominate-beast, 1 :greater-invisibility}, 5 {0 :dominate-person, 1 :seeming}}}, :nature-domain {:class :cleric, :cleric-spells {1 {0 :speak-with-animals, 1 :animal-friendship}, 2 {0 :barkskin, 1 :spike-growth}, 3 {0 :plant-growth, 1 :wind-wall}, 4 {0 :dominate-beast, 1 :grasping-vine}, 5 {0 :insect-plague, 1 :tree-stride}}, :key :nature-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Nature Domain", :option-pack "PH SC", :traits [{:description "At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.", :name "Acolyte of Nature"} {:description "Also at 1st level, you gain proficiency with heavy armor.", :name "Bonus Proficiency"} {:description "Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.", :level 2, :name "Channel Divinity: Charm Animals and Plants"} {:description "Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.", :level 6, :name "Dampen Elements"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.", :level 17, :name "Master of Nature"}]}, :oath-of-the-ancients {:class :paladin, :key :oath-of-the-ancients, :level-modifiers [{:level 3, :type :spell, :value {:ability :cha, :key :ensnaring-strike, :level 1}} {:level 3, :type :spell, :value {:ability :cha, :key :speak-with-animals, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :moonbeam, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :misty-step, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :plant-growth, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :protection-from-energy, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :ice-storm, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :stoneskin, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :commune-with-nature, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :tree-stride, :level 5}}], :name "Oath of the Ancients", :option-pack "PH SC", :traits [{:description "When you take this oath at 3rd level, you gain the following two Channel Divinity options.\nNature's Wrath: You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained, While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.\nTurn the Faithless: You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.", :level 3, :name "Channel Divinity"} {:description "Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Warding"} {:description "Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.", :level 15, :name "Undying Sentinel"} {:description "At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:\nAt the start of each of your turns, you regain 10 hit points. Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.\nOnce you use this feature, you can't use it again until you finish a long rest.", :level 20, :name "Elder Champion"}]}, :arcane-trickster {:class :rogue, :key :arcane-trickster, :level-modifiers [{:type :spell, :value {:ability :int, :key :mage-hand}}], :name "Arcane Trickster", :option-pack "PH SC", :spellcasting {:level-factor 3}, :traits [{:description "When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Intelligence is your spellcasting ability for your wizard spells.", :level 3, :name "Spellcasting"} {:description "Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.", :level 3, :name "Mage Hand Legerdemain"} {:description "Starting at 9th level, if you are hidden from a creature when you cast a spell on it. the creature has disadvantage on any saving throw it makes against the spell this turn.", :level 9, :name "Magical Ambush"} {:description "At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.", :level 13, :name "Versatile Trickster"} {:description "At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least lst level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed. Once you use this feature, you can't use it again until you finish a long rest.", :level 17, :name "Spell Thief"}]}, :way-of-the-four-elements {:class :monk, :key :way-of-the-four-elements, :level-modifiers [], :name "Way of the Four Elements", :option-pack "PH SC", :traits [{:description "When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the \"Elemental Disciplines\" section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline. Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend.", :level 3, :name "Disciple of the Elements"}]}, :school-of-divination {:class :wizard, :key :school-of-divination, :level-modifiers [], :name "School of Divination", :option-pack "PH SC", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.", :level 2, :name "Divination Savant"} {:description "Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.", :level 2, :name "Portent"} {:description "Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.", :level 6, :name "Expert Divination"} {:description "Starting at 10th level, you can use your action to increase your powers of perception. When you do so,choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest. \nDarkvision: You gain darkvision out to a range of 60 feet, as described in chapter 8.\nEthereal Sight: You can see into the Ethereal Plane within 60 feet of you.\nGreater Comprehension: You can read any language.\nSee Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.", :level 10, :name "The Third Eye"} {:description "Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.", :level 14, :name "Greater Portent"}]}, :school-of-enchantment {:class :wizard, :key :school-of-enchantment, :level-modifiers [], :name "School of Enchantment", :option-pack "PH SC", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a enchantment spell into your spellbook is halved.", :level 2, :name "Enchantment Savant"} {:description "Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action. choose one creature that you can see within 5 feet of you. if the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.", :level 2, :name "Hypnotic Gaze"} {:description "Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.", :level 6, :name "Instinctive Charm"} {:description "Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.", :level 10, :name "Split Enchantment"} {:description "At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.", :level 14, :name "Alter Memories"}]}, :wild-magic {:class :sorcerer, :key :wild-magic, :level-modifiers [], :name "Wild Magic", :option-pack "PH SC", :traits [{:description "Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1. roll on the Wild Magic Surge table to create a random magical effect.", :name "Wild Magic Surge"} {:description "Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so. you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.", :name "Tides of Chaos"} {:description "Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw. you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.", :level 6, :name "Bend Luck"} {:description "At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.", :level 14, :name "Controlled Chaos"} {:description "Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.", :level 18, :name "Spell Bombardment"}]}, :knowledge-domain {:class :cleric, :cleric-spells {1 {0 :command, 1 :identify}, 2 {0 :augury, 1 :suggestion}, 3 {0 :nondetection, 1 :speak-with-dead}, 4 {0 :arcane-eye, 1 :confusion}, 5 {0 :legend-lore, 1 :scrying}}, :key :knowledge-domain, :level-modifiers [], :name "Knowledge Domain", :option-pack "PH SC", :traits [{:description "At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.", :name "Blessings of Knowledge"} {:description "Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.", :level 2, :name "Channel Divinity: Knowledge of the Ages"} {:description "At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.\nAs an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw. you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.", :level 6, :name "Channel Divinity: Read Thoughts"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time. as if you were casting a spell. Once you use this feature, you can't use it again until you finish a short or long rest.\nObject Reading: Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend I additional minute for each owner to learn the same information about that creature.\nArea Reading: As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.", :level 17, :name "Visions of the Past"}]}, :school-of-illusion {:class :wizard, :key :school-of-illusion, :level-modifiers [], :name "School of Illusion", :option-pack "PH SC", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an Illusion spell into your spellbook is halved.", :level 2, :name "Illusion Savant"} {:description "When you choose this school at 2nd level, you learn the minor Elusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.", :level 2, :name "Improved Minor Illusion"} {:description "Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.", :level 6, :name "Malleable Illusion"} {:description "Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can't use it again until you finish a short or long rest.", :level 10, :name "Illusory Self"} {:description "By 14th level, you have !earned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can't deal damage or otherwise directly harm anyone.", :level 14, :name "Illusory Reality"}]}, :eldritch-knight {:class :fighter, :key :eldritch-knight, :level-modifiers [], :name "Eldritch Knight", :option-pack "PH SC", :spellcasting {:level-factor 3}, :traits [{:description "When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The spells you learn at 8th, 14th. and 20th level can come from any school of magic. Intelligence is your spellcasting ability for your wizard spells.", :level 3, :name "Spellcasting"} {:description "At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.", :level 3, :name "Weapon Bond"} {:description "Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.", :level 7, :name "War Magic"} {:description "At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.", :level 10, :name "Eldritch Strike"} {:description "At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can telcport before or after the additional action.", :level 15, :name "Arcane Charge"} {:description "Starting at 18th level, when you use your action to cast a spell. you can make one weapon attack as a bonus action.", :level 18}]}, :trickery-domain {:class :cleric, :cleric-spells {1 {0 :charm-person, 1 :disguise-self}, 2 {0 :mirror-image, 1 :pass-without-trace}, 3 {0 :blink, 1 :dispel-magic}, 4 {0 :dimension-door, 1 :polymorph}, 5 {0 :dominate-person, 1 :modify-memory}}, :key :trickery-domain, :level-modifiers [], :name "Trickery Domain", :option-pack "PH SC", :traits [{:description "Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.", :name "Blessing of the Trickster"} {:description "Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.", :level 2, :name "Channel Divinity: Invoke Duplicity"} {:description "Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.", :level 6, :name "Channel Divinity: Cloak of Shadows"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you can create up to four duplicates of yourself. instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.", :level 17, :name "Improved Duplicity"}]}, :the-great-old-one {:class :warlock, :key :the-great-old-one, :level-modifiers [], :name "The Great Old One", :option-pack "PH SC", :traits [{:description "The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you: Dissonant Whispers, Tasha's Hideous Laughter, Detect Thoughts, Phantasmal Force, Clairvoyance, Sending, Dominate Beast, Evard's Black Tentacles, Dominate Person, Telekinesis.", :name "Expanded Spell List"} {:description "Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.", :name "Awakened Mind"} {:description "At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.", :level 6, :name "Entropic Ward"} {:description "Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.", :level 10, :name "Thought Shield"} {:description "At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.", :level 14, :name "Create Thrall"}], :warlock-spells {1 {0 :dissonant-whispers, 1 :tashas-hideous-laughter}, 2 {0 :detect-thoughts, 1 :phantasmal-force}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :dominate-beast, 1 :evards-black-tentacles}, 5 {0 :dominate-person, 1 :telekinesis}}}, :way-of-shadow {:class :monk, :key :way-of-shadow, :level-modifiers [], :name "Way of Shadow", :option-pack "PH SC", :traits [{:description "Starting when you choose this tradition at 3rd level. you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.", :level 3, :name "Shadow Arts"} {:description "At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.", :level 6, :name "Shadow Step"} {:description "By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.", :level 11, :name "Cloak of Shadows"} {:description "At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.", :level 17, :name "Opportunist"}]}, :assassin {:class :rogue, :key :assassin, :level-modifiers [], :name "Assassin", :option-pack "PH SC", :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.", :level 3, :name "Bonus Proficiencies"} {:description "Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.", :level 3, :name "Assassinate"} {:description "Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants, Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.", :level 9, :name "Infiltration Expertise"} {:description "At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.", :level 13, :name "Impostor"} {:description "Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.", :level 17, :name "Death Strike"}]}, :path-of-the-totem-warrior {:class :barbarian, :key :path-of-the-totem-warrior, :level-modifiers [], :name "Path of the Totem Warrior", :option-pack "PH SC", :traits [{:description "Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.", :level 3, :name "Spirit Seeker"} {:description "At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option. you also gain minor physical attributes that are reminiscent of your totem spirit. For example. if you have a hear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example. you could choose a hawk or vulture in place of an eagle.\n\nBear: While raging. you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.\n\nEagle: While you're raging and aren't wearing heavy armor. other creatures have disadvantage on opportunity attack rolls against you. and you can use the dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.\n\nWolf: While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.", :level 3, :name "Totem Spirit"} {:description "At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.\n\nBear: You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull. lift, or break objects.\n\nEagle: You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\n\nWolf: You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).", :level 6, :name "Aspect of the Beast"} {:description "At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.", :level 10, :name "Spirit Walker"} {:description "At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.\n\nBear: While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\n\nEagle: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\n\nWolf: While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.", :level 14, :name "Totemic Attunement"}]}, :oath-of-vengeance {:class :paladin, :key :oath-of-vengeance, :level-modifiers [{:level 3, :type :spell, :value {:ability :cha, :key :bane, :level 1}} {:level 3, :type :spell, :value {:ability :cha, :key :hunters-mark, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :hold-person, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :misty-step, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :haste, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :protection-from-energy, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :banishment, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :dimension-door, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :hold-monster, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :scrying, :level 5}}], :name "Oath of Vengeance", :option-pack "PH SC", :traits [{:description "When you take this oath at 3rd level, you gain the following two Channel Divinity options.\nAbjure Enemy: As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0. and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.\nVow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.", :level 3, :name "Channel Divinity"} {:description "By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.", :level 7, :name "Relentless Avenger"} {:description "Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.", :level 15, :name "Soul of Vengeance"} {:description "At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:\nWings sprout from your back and grant you a flying speed of 60 feet. You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.\nOnce you use this feature, you can't use it again until you finish a long rest.", :level 20, :name "Avenging Angel"}]}, :school-of-transmutation {:class :wizard, :key :school-of-transmutation, :level-modifiers [], :name "School of Transmutation", :option-pack "PH SC", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.", :level 2, :name "Transmutation Savant"} {:description "Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.", :level 2, :name "Minor Alchemy"} {:description "Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options: Darkvision out to a range of 60 feet, as described in chapter 8, An increase to speed of 10 feet while the creature is unencumbered, Proficiency in Constitution saving throws, or Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).\nEach time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter's stone, the previous one ceases to function.", :level 6, :name "Transmuter's Stone"} {:description "At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so. you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.", :level 10, :name "Shapechanger"} {:description "Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.\nMajor Transformation: You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.\nPanacea: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.\nRestore Life: You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.\nRestore Youth: You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.", :level 14, :name "Master Transmuter"}]}, :light-domain {:class :cleric, :cleric-spells {1 {0 :burning-hands, 1 :faerie-fire}, 2 {0 :flaming-sphere, 1 :scorching-ray}, 3 {0 :daylight, 1 :fireball}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :scrying}}, :key :light-domain, :level-modifiers [{:type :spell, :value {:ability :wis, :key :light}}], :name "Light Domain", :option-pack "PH SC", :traits [{:description "When you choose this domain at 1st level, you gain the light cantrip if you don't already know it.", :name "Bonus Cantrip"} {:description "Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Warding Flare"} {:description "Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.", :level 2, :name "Channel Divinity: Radiance of the Dawn"} {:description "Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.", :level 6, :name "Improved Flare"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.", :level 17, :name "Corona of Light"}]}, :college-of-valor {:class :bard, :key :college-of-valor, :level-modifiers [{:level 3, :type :armor-prof, :value :medium} {:level 3, :type :armor-prof, :value :shields} {:type :weapon-prof, :value :martial}], :name "College of Valor", :option-pack "PH SC", :traits [{:description "When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.", :level 3, :name "Bonus Proficiencies"} {:description "Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roil it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.", :level 3, :name "Combat Inspiration"} {:description "Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", :level 6, :name "Extra Attack"} {:description "At 14th level. you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.", :level 14, :name "Battle Magic"}]}, :circle-of-the-moon {:class :druid, :key :circle-of-the-moon, :level-modifiers [], :name "Circle of the Moon", :option-pack "PH SC", :traits [{:description "When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.", :level 2, :name "Combat Wild Shape"} {:description "The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.", :level 2, :name "Circle Forms"} {:description "Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", :level 6, :name "Primal Strike"} {:description "At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.", :level 10, :name "Elemental Wild Shape"} {:description "By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.", :level 14, :name "Thousand Forms"}]}, :beast-master {:class :ranger, :key :beast-master, :level-modifiers [], :name "Beast Master", :option-pack "PH SC", :traits [{:description "At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.\nThe beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.", :level 3, :name "Ranger's Companion"} {:description "Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.", :level 7, :name "Exceptional Training"} {:description "Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.", :level 11, :name "Bestial Fury"} {:description "Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.", :level 15, :name "Share Spells"}]}, :school-of-necromancy {:class :wizard, :key :school-of-necromancy, :level-modifiers [{:level 6, :type :spell, :value {:ability :int, :key :animate-dead, :level 3}}], :name "School of Necromancy", :option-pack "PH SC", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved.", :level 2, :name "Necromancy Savant"} {:description "At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.", :level 2, :name "Grim Harvest"} {:description "At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:\nThe creature's hit point maximum is increased by an amount equal to your wizard level, and the creature adds your proficiency bonus to its weapon damage rolls.", :level 6, :name "Undead Thralls"} {:description "Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.", :level 10, :name "Inured to Undeath"} {:description "Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.", :level 14, :name "Command Undead"}]}, :school-of-conjuration {:class :wizard, :key :school-of-conjuration, :level-modifiers [], :name "School of Conjuration", :option-pack "PH SC", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.", :level 2, :name "Conjuration Savant"} {:description "Starring at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds. and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.", :level 2, :name "Minor Conjuration"} {:description "Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.", :level 6, :name "Benign Transposition"} {:description "Beginning at 10th level, white you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.", :level 10, :name "Focused Conjuration"} {:description "Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.", :level 14, :name "Durable Summons"}]}, :battle-master {:class :fighter, :key :battle-master, :level-modifiers [], :name "Battle Master", :option-pack "PH SC", :traits [{:description "When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.\nManeuvers: You learn three maneuvers of your choice, which arc detailed under \"Maneuvers\" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.\nSuperiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.\nSaving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)", :level 3, :name "Combat Superiority"} {:description "At 3rd level, you gain proficiency with one type of artisan's tools of your choice.", :level 3, :name "Student of War"} {:description "Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels (if any), or Fighter class levels (if any).", :level 7, :name "Know Your Enemy"} {:description "At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.", :level 10, :name "Improved Combat Superiority"} {:description "Starting at 15th level. when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.", :level 15, :name "Relentless"}]}, :war-domain {:class :cleric, :cleric-spells {1 {0 :divine-favor, 1 :shield-of-faith}, 2 {0 :magic-weapon, 1 :spiritual-weapon}, 3 {0 :crusaders-mantle, 1 :spirit-guardians}, 4 {0 :freedom-of-movement, 1 :stoneskin}, 5 {0 :flame-strike, 1 :hold-monster}}, :key :war-domain, :level-modifiers [{:type :weapon-prof, :value :martial} {:type :armor-prof, :value :heavy}], :name "War Domain", :option-pack "PH SC", :traits [{:description "From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "War Priest"} {:description "Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :level 2, :name "Channel Divinity: Guided Strike"} {:description "At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :level 6, :name "Channel Divinity: War God's Blessing"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.", :level 17, :name "Avatar of Battle"} {:description "At 1st level, you gain proficiency with martial weapons and heavy armor.", :name "Bonus Proficiencies"}]}, :school-of-abjuration {:class :wizard, :key :school-of-abjuration, :level-modifiers [], :name "School of Abjuration", :option-pack "PH SC", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.", :level 2, :name "Abjuration Savant"} {:description "Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level 4-your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.", :level 2, :name "Arcane Ward"} {:description "Starting at 6th level. when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.", :level 6, :name "Projected Ward"} {:description "Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.", :level 10, :name "Improved Abjuration"} {:description "Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.", :level 14, :name "Spell Resistance"}]}, :tempest-domain {:class :cleric, :cleric-spells {1 {0 :fog-cloud, 1 :thunderwave}, 2 {0 :gust-of-wind, 1 :shatter}, 3 {0 :call-lightning, 1 :sleet-storm}, 4 {0 :control-water, 1 :ice-storm}, 5 {0 :insect-plague, 1 :destructive-smite}}, :key :tempest-domain, :level-modifiers [{:type :armor-prof, :value :heavy} {:type :weapon-prof, :value :martial}], :name "Tempest Domain", :option-pack "PH SC", :traits [{:description "At 1st level, you gain proficiency with martial weapons and heavy armor.", :name "Bonus Proficiencies"} {:description "Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Wrath of the Storm"} {:description "Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.", :level 2, :name "Channel Divinity: Destructive Wrath"} {:description "At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.", :level 6, :name "Thunderbolt Strike"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.", :level 17, :name "Stormborn"}]}}}, "DMSG - Blood Hunter Class - (NineArtsDragon#3773)" {:orcpub.dnd.e5/classes {:blood-hunter {nil nil, :key :blood-hunter, :level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :martial} {:level 5, :type :num-attacks, :value 2} {:level 9, :type :spell, :value {:ability :wis, :key :grim-psychometry}}], :name "Blood Hunter", :subclass-level 3, :option-pack "Blood Hunter Class", :subclass-title "Blood Hunter Order", :level-selections [{:level 2, :type :fighting-style} {:type :primal-rites} {:level 6, :num 1, :type :primal-rites} {:level 11, :num 1, :type :primal-rites} {:level 14, :type :esoteric-rite} {:level 2, :type :blood-curses} {:level 6, :type :blood-curses} {:level 10, :type :blood-curses} {:level 14, :type :blood-curses} {:level 18, :type :blood-curses}], :spellcasting nil, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/str true, :orcpub.dnd.e5.character/wis true}, :skill-options {:choose 2, :options {:acrobatics true, :arcana true, :athletics true, :insight true, :investigation true, :survival true}}}, :hit-die 10, :traits [{:description "As a bonus action, you can imbue one weapon with a known rite. Reduce your current and maximum HP by an amount equal to your character lvl. This reduction to your max HP cannot be restored until the rite fades. The rite lasts until your next rest, the weapon leaves your hand, or you let it fade as free action. While a rite is active, the imbued weapon deals an additional 1d4 damage of your chosen rite. Rite damage increases to 1d6 at 6th, 1d8 at 11th, and 1d10 at 16th.", :name "Crimson Rite"} {:description "Advantage on Survival checks to track Fey, Fiends, Undead; and Intelligence checks to recall information about them. You cannot be surprised by any creatures of a type you are actively tracking. You can only be tracking one type at a time.", :name "Hunter's Bane"} {:description "You can choose to suffer damage equal to your crimson rite die to gain advantage on an Insight or Intimidation check.", :level 11, :name ""} {:description "This feature has been added to your cantrips.", :level 9, :name "Grim Psychometry"} {:description "In dim light or darkness your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage.", :level 10, :name "Dark Velocity"} {:description "You are immune to the Frightened condition, and have advantage on saving throws vs magical Charm effects.", :level 14, :name "Hardened Soul"} {:description "When you have an active rite, you no longer reduce your maximum hit points and you take no damage when amplifying blood curses. In addition, when you are below 25% of your current maximum hit points and conscious, all of your crimson rite damage dice are maximized.", :level 20, :name "Sanguine Mastery"} {:description "You gain access to Blood Curse. After you invoke a curse, but before it affects the target, you AMPLIFY the curse by suffering damage = your crimson rite die. Bloodless creatures are immune to Blood Curses.\nYou can use this feature once per rest. You gain additional uses at levels 6, 11, 17.", :level 2, :name "Blood Maledict"}]}, :blood-hunter-order-of-the-profaned-soul {nil nil, :key :blood-hunter-order-of-the-profaned-soul, :level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :martial} {:level 5, :type :num-attacks, :value 2} {:level 9, :type :spell, :value {:ability :wis, :key :grim-psychometry}}], :name "Blood Hunter: Order of the Profaned Soul", :subclass-level 3, :option-pack "Blood Hunter Class", :subclass-title "Otherworldy Patron", :level-selections [{:type :primal-rites} {:level 6, :type :primal-rites} {:level 11, :type :primal-rites} {:level 2, :type :fighting-style} {:level 14, :type :esoteric-rite} {:level 2, :type :blood-curses} {:level 6, :type :blood-curses} {:level 10, :type :blood-curses} {:level 14, :type :blood-curses} {:level 18, :type :blood-curses}], :spellcasting {:ability :orcpub.dnd.e5.character/wis, :known-mode :schedule, :level-factor 3, :spell-list-kw :warlock, :spells-known {3 3, 4 1, 7 1, 8 1, 10 1, 11 1, 13 1, 14 1, 16 1, 19 1, 20 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/str true, :orcpub.dnd.e5.character/wis true}, :skill-options {:choose 2, :options {:acrobatics true, :arcana true, :athletics true, :insight true, :investigation true, :survival true}}}, :hit-die 10, :traits [{:description "You gain access to the Crimson Rite cantrip. Choose one primal rite. You cannot change this choice. Rite damage is considered magical.\nRite damage increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 16th level. ", :name "Crimson Rite"} {:description "You have advantage on Wisdom (Survival) checks to track Fey, Fiends, and Undead, as well as on intelligence checks to recall information about them. If you are actively tracking on of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.", :name "Hunter's Bane"} {:description "You can choose to suffer damage equal to your crimson rite damage die to gain advantage on an Insight or Intimidation check.", :level 11, :name "Enhanced Hunter's Bane"} {:description "In dim light or darkness, you speed increases by 10 feet, and attacks of opportunity made against you have disadvantage.", :level 10, :name "Dark Velocity"} {:description "You are immune to the Frightened condition, and have advantage on saves against magical Charm effects.", :level 14, :name "Hardened Soul"} {:description "When you have an active rite, you no longer reduce your maximum hit points and you take no damage when amplifying blood curses. In addition, when you are below one fourth of your current maximum hit points and conscious, all of your crimson rite damage dice are maximized.", :level 20, :name "Sanguine Mastery"} {:description "You learn one Blood Curse. You learn an additional Blood Curse at 6th, 10th, 14th, and 18th level.\nAfter you invoke a curse, but before it affects the target, you AMPLIFY the curse by suffering damage = your crimson rite die. Bloodless creatures are immune to Blood Curses.\nYou can use this feature once per rest. You gain additional uses at levels 6, 11, 17.", :level 2, :name "Blood Maledict"} {:description "You learn 2 warlock cantrips of your choice. You're spellcasting is different than the standard warlock spellcasting table. You know 2 spells and have 1 spell slot of 1st level, and get additional spells at odd numbered levels and 20th level. You get extra Spell Slots at 5th and 14th level, and the Slot Level increases at 7th, 11th, and 17th level.", :level 3, :name "Pact Magic"} {:description "When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.", :level 7, :name "Mystic Frenzy"} {:description "As an action, you can imbue your rite-enhanced weapon with one spell you can cast or is already active, then make a single weapon attack. If that attack hits, all spell attack rolls for the imbued spell hit the target automatically and are considered part of the attack. The target takes weapon damage, and is subject to the effects of the spell, expending the spell slot. If the attack has advantage, the targets saving throw has disadvantage. If the attack misses, the spell has no effect. Area spells originate from the target's space. The spell must be 1st level or higher, have a casting time of one action, or require an action to activate an already active concentration spell.", :level 11, :name "Diabolic Channel"} {:description "When you reduce a creature to 0 HP with an attack, kill the creature, and they are CR 15 or higher, you recover an expended spell slot.", :level 18, :name "Soul Syphon"} {:description "This feature has been added to you cantrip list.", :level 9, :name "Grim Psychometry"}]}}, :orcpub.dnd.e5/selections {:blood-curses {:key :blood-curses, :name "Blood Curses", :option-pack "Blood Hunter Class", :options [{:description "As a bonus action. You can attempt to bind an enemy no more than one size larger than you within 30 ft. The target must succeed a Strength saving throw (DC = 8 + your proficiency bonus + your Wis modifier) or have their movement reduced to 0 until the beginning of your next turn.\n\nAMPLIFY: This curse becomes ongoing, and can affect a creature no more than two sizes larger than you. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like.", :name "Curse of Binding"} {:description "As a bonus action, you link yourself to a creature within 30ft. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half of the damage you suffered. The curse then ends.\n\nAMPLIFY: The curse instead deals damage equal to the damage you suffered, and it ignores Necrotic resistance.", :name "Curse of Mutual Suffering"} {:description "As a bonus action, choose a creature within 30ft, that creature makes a saving throw against a poisoned condition afflicting it.\n\nAMPLIFY: Your target instead makes a saving throw against one other condition afflicting it. This condition can be blinded, deafened, or paralyzed.", :name "Curse of Purgation"} {:description "When an enemy casts a spell that requires a spell attack roll and targets you, you can use your reaction to impose disadvantage on the spell attack roll.\n\nAMPLIFY: You make a Wisdom ability check. The DC equals 10 + the spell's level. On a success, the creature's spell misses you automatically.", :name "Curse of Spell Sunder"} {:description "When an enemy with eyes within 30ft makes a weapon attack against you, you can use your reaction to impose disadvantage on the attack.\n\nAMPLIFY: The triggering attack can be targeting a creature other than yourself.", :name "Curse of the Eyeless"} {:description "When a creature falls unconscious or dies within 30 feet of you, you can use your reaction to have the creature make a single weapon attack against a target of your choice within 5ft of the creature.\n\nAMPLIFY: The attack gets a bonus to attack and damage equal to your Wisdom modifier.", :name "Curse of the Fallen Puppet"} {:description "When a spell requires you to make a Dexterity saving throw, you can use your reaction to gain a bonus to the initial saving throw against the spell equal to your Wisdom modifier. The curse is invoked before the saving throw is rolled.\n\nAMPLIFY: You grant all allies within 5 feet of you get this bonus to their saving throw against the triggering spell.", :name "Curse of the Fending Rite"} {:description "As a bonus action, you mark a target within 30ft. Until the end of your turn, all crimson rite damage you deal to the target is doubled.\n\nAMPLIFY: The marked target also loses resistance to your rite damage type until the beginning of your next turn.", :name "Curse of the Marked"}]}, :esoteric-rite {:key :esoteric-rite, :name "Esoteric Rite", :option-pack "Blood Hunter Class", :options [{:description "Your rite deals thunder damage.", :name "Rite of the Roar"} {:description "Your rite deals psychic damage.", :name "Rite of the Oracle"} {:description "Your rite deals necrotic damage.", :name "Rite of the Dead"}]}, :fighting-style {:key :fighting-style, :name "Fighting Style", :option-pack "Blood Hunter Class", :options [{:description "+2 to attack rolls made with ranged weapons.", :name "Archery"} {:description "+2 to damage rolls when wielding a melee weapon in one hand and no other weapons.", :name "Dueling"} {:description "Re-roll 1s and 2s on damage with melee weapons that are two-handed/versatile.", :name "Great Weapon Fighting"} {:description "While duel-wielding weapons, you can add your ability modifier to the 2nd attack.", :name "Two-Weapon Fighting"}]}, :mutagen-formulas {:key :mutagen-formulas, :name "Mutagen Formulas", :option-pack "Blood Hunter Class", :options [{:description "You gain a flying speed of 20 ft. \nSide effect: You have disadvantage on all Strength and Dexterity ability checks.", :name "Aether (11th lvl)"} {:description "Your Dexterity score increases by your mutation score. \nSide effect: Your Wisdom score decreases by your mutation score.", :name "Celerity"} {:description "You gain advantage on Intelligence ability checks. \nSide effect: You have disadvantage on Charisma ability checks.\n", :name "Conversant"} {:description "You gain resistance to piercing damage. \nSide effect: You gain vulnerability to slashing damage.\n", :name "Impermeable"} {:description "You are immune to the grappled and restrained conditions. At 11th level, you are also immune to paralyzed. \nSide effect: Reduce your initiative by 2x your mutation score.", :name "Mobility"} {:description "You gain 60 ft. darkvision or increase your darkvision by 60 ft. \nSide effect: You gain Sunlight Sensitivity.\n", :name "Nighteye"} {:description "Your Strength score increases by your mutation score. \nSide effect: Your Dexterity score decreases by your mutation score.", :name "Potency"} {:description "Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet. \nSide effect: You have disadvantage on Dexterity ability checks.", :name "Rapidity"} {:description "Your Wisdom score increases by your mutation score. \nSide effect: Your AC is decreased by your mutation score.", :name "Sagacity"} {:description "You gain resistance to slashing damage. \nSide effect: You gain vulnerability to bludgeoning damage.\n", :name "Shielded"} {:description "While in combat, you regenerate HP = 2x your mutation score at the start of each turn as long as your HP>0. \nSide effect: Your speed decreases by 10 ft.", :name "Reconstruction (7th lvl)"} {:description "You make a single weapon attack as a bonus action on each of your turns. \nSide effect: You have disadvantage on all saving throws.", :name "Cruelty (11th lvl)"} {:description "Your weapon attacks have a crit range of 19-20. \nSide effect: All healing you receive is halved.\n", :name "Precision (11th lvl)"} {:description "You gain resistance to bludgeoning damage.\nSide effect: You gain vulnerability to piercing damage.", :name "Unbreakable"} {:description "You gain a bonus to initiative equal to 2x your mutation score.\nSide effect: You have disadvantage on Perception checks.", :name "Wariness"}]}, :primal-rites {:key :primal-rites, :name "Primal Rites", :option-pack "Blood Hunter Class", :options [{:description "Your rite deals fire damage.", :name "Rite of the Flame"} {:description "Your rite deals cold damage.", :name "Rite of the Frozen"} {:description "Your rite deals lightning damage.", :name "Rite of the Storm"}]}}, :orcpub.dnd.e5/spells {:blood-curse-of-the-fending-rite {:description "When a spell requires you to make a Dexterity saving throw, you can use your reaction to gain a bonus to the initial saving throw against the spell equal to your Wisdom modifier. The curse is invoked before the saving throw is rolled.\nAMPLIFY: You grant all allies within 5 feet of you get this bonus to their saving throw against the triggering spell.", :key :blood-curse-of-the-fending-rite, :school "abjuration", :name "Blood Curse of the Fending Rite", :duration "Instantaneous", :level 1, :option-pack "Blood Hunter Class", :components {:material-component "Must be a Blood Hunter"}, :casting-time "1 reaction", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :blood-curse-of-mutual-suffering {:description "Link yourself to a creature. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half of the damage you suffered. The curse then ends.\nAMPLIFY: The curse instead deals damage equal to the damage you suffered, and it ignores Necrotic resistance.", :key :blood-curse-of-mutual-suffering, :school "necromancy", :name "Blood Curse of Mutual Suffering", :duration "Until the cursed creature damages you.", :level 1, :option-pack "Blood Hunter Class", :components {:material-component "Must be a Blood Hunter"}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :blood-curse-of-binding {:description "You can attempt to bind an enemy no more than one size larger than you within 30 ft. The target must succeed a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or have their movement reduced to 0 until the beginning of your next turn.\nAMPLIFY: This curse becomes ongoing, and can affect a creature no more than two sizes larger than you. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like. ", :key :blood-curse-of-binding, :school "necromancy", :name "Blood Curse of Binding", :duration "Until the beginning of your next turn.", :level 1, :option-pack "Blood Hunter Class", :components {:material-component "Must be a Blood Hunter"}, :casting-time "1 Bonus Action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 ft."}, :grim-psychometry {:description "Make a Wisdom ability check. Based on the result, the DM may reveal obscure information about the dark events that may have previously surrounded the object, or hints toward its sinister purpose. This feature doesn't effect objects untouched by evil. An object can only be targeted by this feature once. Future attempts don't reveal any further details.", :key :grim-psychometry, :school "divination", :name "Grim Psychometry", :duration "Instantaneous", :level 0, :option-pack "Blood Hunter Class", :components {:material-component "Must be a Blood Hunter."}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Make a Wisdom ability check. Based on the result, the DM may reveal obscure information about the dark events that may have previously surrounded the object, or hints toward its sinister purpose. This feature doesn't effect objects untouched by evil. An object can only be targeted by this feature once. Future attempts don't reveal any further details.", :key :grim-psychometry, :school "divination", :name "Grim Psychometry", :duration "Instantaneous", :level 0, :option-pack "Blood Hunter Class", :components {:material-component "The target must be an object touched by evil."}, :casting-time "10 min", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}], :casting-time "10 min", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :blood-curse-of-the-marked {:description "Until the end of your turn, all crimson rite damage you deal to the target is doubled.\nAMPLIFY: The marked target also loses resistance to your rite damage type until the beginning of your next turn.", :key :blood-curse-of-the-marked, :school "enchantment", :name "Blood Curse of the Marked", :duration "Until the end of your turn", :level 1, :option-pack "Blood Hunter Class", :components {:material-component "Must be a Blood Hunter"}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :esoteric-rite {:description "Esoteric Rites follow the same rules as Crimson Rites. An imbued deals an additonal 1d8 magical damage of the type that your chosen rite inflicts. Rite damage increases to 1d10 at 16th level. When you get this feature, choose one Esoteric Rite. You cannot change this choice.\n--ESOTERIC RITES--\nRoar: thunder damage\nOracle: psychic damage\nDeath: necrotic damage", :key :esoteric-rite, :school "enchantment", :name "Esoteric Rite", :duration "Until the imbued weapon leaves your hand or you allow it to fade.", :level 0, :option-pack "Blood Hunter Class", :components {:material-component "Must be a Blood Hunter of 14th level or higher. Reduce current HP and HP maximum by your character level."}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :blood-curse-of-purgation {:description "Choose a creature within range, that creature makes a saving throw against a poisoned condition afflicting it.\nAMPLIFY: Your target instead makes a saving throw against one other condition afflicting it. This condition can be blinded, deafened, or paralyzed. ", :key :blood-curse-of-purgation, :school "abjuration", :name "Blood Curse of Purgation", :duration "Instantaneous", :level 1, :option-pack "Blood Hunter Class", :components {:material-component "Must be a Blood Hunter"}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :blood-curse-of-the-eyeless {:description "When an enemy with eyes makes a weapon attack against you, you can use your reaction to impose disadvantage on the attack.\nAMPLIFY: The triggering attack can be targeting a creature other than yourself.", :key :blood-curse-of-the-eyeless, :school "necromancy", :name "Blood Curse of the Eyeless", :duration "1 attack", :level 1, :option-pack "Blood Hunter Class", :components {:material-component "Must be a Blood Hunter"}, :casting-time "1 Reaction", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :blood-curse-of-the-howl {:description "You howl at a creature, chilling their blood and stunning them with fear. If the target creature can hear you, they must succeed on a Wisdom saving throw (DC equal to 8 + you proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn.\nAMPLIFY: This curse affects every creature within 15 feet of you.", :key :blood-curse-of-the-howl, :school "enchantment", :name "Blood Curse of the Howl", :duration "Until the end of your next turn", :level 1, :option-pack "Blood Hunter Class", :components {:material-component "Must be a Order of the Lycan Blood Hunter"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :blood-curse-of-spell-sunder {:description "When an enemy casts a spell that requires a spell attack roll and targets you, you can use your reaction to impose disadvantage on the spell attack roll.\nAMPLIFY: You make a Wisdom ability check. The DC equals 10 + the spell's level. On a success, the creature's spell misses you automatically.", :key :blood-curse-of-spell-sunder, :school "abjuration", :name "Blood Curse of Spell Sunder", :duration "Instantaneous", :level 1, :option-pack "Blood Hunter Class", :components {:material-component "Must be a Blood Hunter"}, :casting-time "1 reaction", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :primal-rite {:description "You can imbue a single weapon with elemental energy of a known rite until your next short or long rest. While active, attacks from this weapon deal an additional 1d4 damage of the chosen elemental type. Rite damage is considered magical.\nThe lost HP returns once the rite fades and cannot be restored otherwise. When a rite fades, no HP is regained as part of the restoring of your maximum HP.\nCrimson rites can be used on multiple weapons, costing additional hit point loss. Most weapons can only be subject to a single rite at any given time. Each end of a polearm or quarterstaff is treated as a separate weapon for the purposes of this feature.\nYou learn another Primal Rite at 6th and 11th level. Damage increases to 1d6 at 6th lvl, 1d8 at 11th lvl, and 1d10 at 16th.\n--PRIMAL RITES--\n-Flame: fire \n-Frozen: cold \n-Storm: lightning", :key :primal-rite, :school "enchantment", :name "Primal Rite", :duration "Until the imbued weapon leaves your hand, or you let the rite fade.", :level 0, :option-pack "Blood Hunter Class", :components {:material-component "Must be a Blood Hunter. Reduction of HP Maximum & Current HP = your character level."}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :blood-curse-of-the-fallen-puppet {:description "The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to have the creature make a single weapon attack against a target of your choice within its attack range.\nAMPLIFY: The attack gets an attack and damage bonus equal to your Wisdom modifier.", :key :blood-curse-of-the-fallen-puppet, :school "necromancy", :name "Blood Curse of the Fallen Puppet", :duration "Instantaneous", :level 1, :option-pack "Blood Hunter Class", :components {:material-component "Must be a Blood Hunter"}, :casting-time "1 reaction", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}}, :orcpub.dnd.e5/subclasses {:order-of-the-ghostslayer {:class :blood-hunter, :key :order-of-the-ghostslayer, :level-modifiers [], :name "Order of the Ghostslayer", :option-pack "Blood Hunter Class", :traits [{:description "You learn the esoteric rite \"Rite of the Dawn.\" Rite of the Dawn deals radiant damage.\nIf you hit an Undead creature with your Rite of the Dawn, it suffers additional radiant damage equal to your Wisdom modifier.", :level 3, :name "Rite of the Dawn"} {:description "Your blood curses can now affect any creature, regardless of their form or lack of blood.", :level 7, :name "Hallowed Veins"} {:description "Any creature you hit with your Rite of the Dawn takes additional radiant damage equal to your Wisdom modifier.", :level 11, :name "Upgraded Rite of the Dawn"} {:description "You can spend a bonus action to allow your body to take a swift, ghostly form. This effect lasts a number of rounds equal to your Wisdom modifier. For the duration you can make a single weapon attack as a bonus action on each of your turns.\nYou become spectral for the duration, allowing you to move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If this surge ends while you are inside an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.\nOnce you use this feature, you must finish a short or long rest before you can use it again.\n", :level 11, :name "Supernal Surge"} {:description "You can see in normal darkness, as well as see invisible creatures and objects, up to 30 feet.", :level 15, :name "Gravesight"} {:description "Whenever your hit points drop to 0, you can let your soul emerge from your body to fight on. Your body remains unconscious and subject to death saving throws per normal. \nAt the beginning of your next turn, you can manifest a spirit form in your space that picks up your weapons and continues to fight, acting on your turn and every one of your subsequent turns under your control.\nYour spirit form has your stats and AC, as well as your weapons and ammunition, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necrotic, and non-magical weapon damage. Your spirit form has access to all your abilities except your blood maledict feature, and suffers no damage from your Crimson Rite feature.\nIf your spirit form takes any damage, your body dies, or you regain any hit points, your spirit form vanishes. If your spirit form vanishes, it drops your weapons in its space.", :level 18, :name "Vengeful Spirit"}]}, :order-of-the-lycan {:class :blood-hunter, :key :order-of-the-lycan, :level-modifiers [{:level 18, :type :spell, :value {:ability :wis, :key :blood-curse-of-the-howl, :level 1}}], :name "Order of the Lycan", :option-pack "Blood Hunter Class", :traits [{:description "You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.", :level 3, :name "Heightened Senses"} {:description "As an action, you can transform into your Hybrid form twice before completing a short or long rest. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. \nWhile transformed you gain the features labeled 'Hybrid form.'", :level 3, :name "Hybrid Transformation"} {:description "Your speed increases by 10 ft. You also add 10 ft to your vertical jump and 3 ft to your high jump.", :level 7, :name "Stalker's Prowess"} {:description "While in hybrid form with an active rite, your unarmed strikes are considered magical.", :level 7, :name "Improved Predatory Strikes"} {:description "You can now transform as a bonus action, and your hybrid form lasts for 30 minutes.", :level 11, :name "Advanced Transformation"} {:description "When in hybrid form with an active rite, you have resistance to the damage type of that rite.", :level 11, :name "Improved Resilient Hide"} {:description "In hybrid form, you gain a +2 bonus to attack rolls with your unarmed strikes.", :level 11, :name "Feral Precision"} {:description "When ever you make a Wisdom saving throw against your Bloodlust feature, do so with advantage.", :level 15, :name "Iron Volition"} {:description "In hybrid form, you have advantage on attacks against creatures if at least one ally is within 5 feet of the creature.", :level 15, :name "Pack Hunter"} {:description "You can transform 3 times between rests. You also gain the Blood Curse of the Howl blood malediction, this does not count against your known blood curses.", :level 18, :name "Hybrid Transformation Mastery"} {:description "You gain a bonus to melee damage rolls equal to 1/2 of your proficiency modifier (rounded down). You have advantage on Strength Checks and Saving Throws.", :level 3, :name "Feral Might (Hybrid form)"} {:description "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. While you are not wearing heavy armor, you gain a +1 bonus to your AC.", :level 3, :name "Resilient Hide (Hybrid form)"} {:description "Your unarmed strikes deal 1d6 slashing damage and are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action with an unarmed strike. you can make another unarmed strike as a bonus action. Unarmed damage increases to 1d8 at 11th level, and 1d10 at 18th level.", :level 3, :name "Predatory Strikes (Hybrid form)"} {:description "Your have vulnerability to damage from silvered weapons.", :level 3, :name "Cursed Weakness (Hybrid form)"} {:description "At the start of your turn, if you've taken any damage since your last turn, you must make a DC 10 Wisdom saving throw (DC 15 if below half health). On a fail, you must move towards the nearest creature and use the Attack action against that creature, your turn immediately ends and you regain control. If you're under an effect that prevents you from concentrating, you automatically fail this saving throw.", :level 3, :name "Bloodlust (Hybrid form)"}]}, :order-of-the-mutant {:class :blood-hunter, :key :order-of-the-mutant, :level-modifiers [{:level 15, :type :damage-immunity, :value :poison}], :level-selections [{:level 3, :num 3, :type :mutagen-formulas} {:level 7, :type :mutagen-formulas} {:level 11, :type :mutagen-formulas} {:level 15, :type :mutagen-formulas} {:level 18, :type :mutagen-formulas}], :name "Order of the Mutant", :option-pack "Blood Hunter Class", :traits [{:description "You can take a short rest to concoct one mutagen you know. Consuming a mutagen requires a bonus action, and the effects and side effects last until you take a short or long rest.\n\nMutagens have no effect on large or larger creatures, and only impart the side effects on other medium or smaller creatures. All unconsumed mutagens become inert if not consumed before you finish your next short or long rest.\n\nMUTATION SCORE = blood hunter level ÷ 4, rounded up", :level 3, :name "Mutagen Craft"} {:description "You can create 2 mutagens during a short rest. Mutagens must be different formulas, and can be ingested with overlapping effects. Each mutagen still takes a separate bonus action to consume. At 15th level, you can create 3 mutagens during a short rest. ", :level 7, :name "Advanced Mutagen Craft"} {:description "You can use a bonus action to ignore the side effect of a mutagen for 1 minute. You can use this ability once per short or long rest.\n\n \n", :level 11, :name "Strange Metabolism"} {:description "You gain immunity to poison damage and the poisoned condition.", :level 15, :name "Robust Physiology"} {:description "Choose one of your known mutagen formulas. You gain all benefits and side effects permanently, at all times. You cannot change this choice of formula after this feature is acquired.\n", :level 18, :name "Exalted Mutation"}]}, :the-archfey {:class :blood-hunter-order-of-the-profaned-soul, :key :the-archfey, :level-modifiers [{:level 7, :type :spell, :value {:ability :wis, :key :blur, :level 2}} {:level 15, :type :spell, :value {:ability :wis, :key :slow, :level 3}}], :name "The Archfey", :option-pack "Blood Hunter Class", :traits [{:description "If you deal rite damage to a creature, that creature loses any half/three-quarters cover bonuses, as well as invisibility until the start of your next turn.", :level 3, :name "Rite Focus"} {:description "You can cast blur using a profane soul spell slot once per day.", :level 7, :name "Revealed Arcana"} {:description "You can cast slow using a profane soul spell slot once per day.", :level 15, :name "Unsealed Arcana"}]}, :the-fiend {:class :blood-hunter-order-of-the-profaned-soul, :key :the-fiend, :level-modifiers [{:level 7, :type :spell, :value {:ability :wis, :key :scorching-ray, :level 2}} {:level 15, :type :spell, :value {:ability :wis, :key :fireball, :level 3}}], :name "The Fiend", :option-pack "Blood Hunter Class", :traits [{:description "While using Rite of the Flame, you can re-roll 1s on rite damage rolls once per attack.", :level 3, :name "Rite Focus"} {:description "You can cast scorching ray using a profane soul spell slot once per day.", :level 7, :name "Revealed Arcana"} {:description "You can cast fireball using a profane soul spell slot once per day.", :level 15, :name "Unsealed Arcana"}]}, :the-great-old-one {:class :blood-hunter-order-of-the-profaned-soul, :key :the-great-old-one, :level-modifiers [{:level 7, :type :spell, :value {:ability :wis, :key :detect-thoughts, :level 2}} {:level 15, :type :spell, :value {:ability :wis, :key :haste, :level 3}}], :name "The Great Old One", :option-pack "Blood Hunter Class", :traits [{:description "Whenever you critically hit a creature, they must make a Wisdom saving throw or be frightened of you until the end of your next turn.", :level 3, :name "Rite Focus"} {:description "You can cast detect thoughts using a profane soul spell slot once per day.", :level 7, :name "Revealed Arcana"} {:description "You can cast haste using a profane soul spell slot once per day.", :level 15, :name "Unsealed Arcana"}]}, :the-undying {:class :blood-hunter-order-of-the-profaned-soul, :key :the-undying, :level-modifiers [{:level 7, :type :spell, :value {:ability :wis, :key :blindness-deafness, :level 2}} {:level 15, :type :spell, :value {:ability :wis, :key :bestow-curse, :level 3}}], :name "The Undying", :option-pack "Blood Hunter Class", :traits [{:description "If you kill a hostile creature with a weapon attack, you regain HP = your crimson rite damage die.", :level 3, :name "Rite Focus"} {:description "You can cast blindness/deafness using a profane soul spell slot once per day.", :level 7, :name "Revealed Arcana"} {:description "You can cast bestow cures using a profane soul spell slot once per day.", :level 15, :name "Unsealed Arcana"}]}}}, "Volos Guide to Monsters (arandomstringofnum#2919)" {:orcpub.dnd.e5/languages {:aquan {:key :aquan, :name "Aquan", :option-pack "Volo's Guide to Monsters"}}, :orcpub.dnd.e5/races {:yuan-ti-pureblood {:key :yuan-ti-pureblood, :speed 30, :name "Yuan-Ti Pureblood", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Abyssal" "Common" "Draconic"}, :props {:damage-immunity {:poison true}}, :traits [{:description "You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Innate Spellcasting"} {:description "You have an advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"}]}, :bugbear {:key :bugbear, :speed 30, :name "Bugbear", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :props {:skill-prof {:stealth true}}, :traits [{:description "When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.", :name "Long-Limbed"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift", :name "Powerful Build"} {:description "If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.", :name "Surprise Attack"}]}, :orc {:key :orc, :speed 30, :name "Orc", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/int -2, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Orc"}, :props {:skill-prof {:intimidation true}}, :traits [{:description "As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.", :name "Aggressive"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"}]}, :tabaxi {:key :tabaxi, :speed 30, :name "Tabaxi", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :profs {:language-options {:choose 1, :options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}}}, :languages #{"Common"}, :props {:skill-prof {:perception true, :stealth true}}, :traits [{:description "Common and a language of the players choice", :name "Languages"} {:description "Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns", :name "Feline Agility"} {:description "Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike", :name "Cat's Claws"}]}, :kenku {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :key :kenku, :languages #{"Common"}, :name "Kenku", :option-pack "Volo's Guide to Monsters", :size :medium, :speed 30, :traits [{:description "You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.", :name "Expert Forgery"} {:description "You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.", :name "Kenku Training"} {:description "You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.", :name "Mimicry"}]}, :kobold {:key :kobold, :speed 30, :name "Kobold", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str -2}, :size :small, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Draconic"}, :traits [{:description "As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Grovel, Cower, and Beg"} {:description "You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated", :name "Pack Tactics"} {:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight", :name "Sunlight Sensitivity"}]}, :hobgoblin {:key :hobgoblin, :speed 30, :name "Hobgoblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :props {:armor-prof {:light true}}, :traits [{:description "You are proficient with two martial weapons of your choice and with light armor", :name "Martial Training"} {:description "Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Saving Face"}]}, :triton {:key :triton, :speed 30, :name "Triton", :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Primordial"}, :props {:damage-resistance {:cold true}, :swimming-speed 30}, :traits [{:description "You can breathe air and water", :name "Amphibious"} {:description "A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells", :name "Control Air and Water"} {:description "Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.", :name "Emissary of the Sea"} {:description "Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment", :name "Guardians of the Depths"}]}, :firbolg {:abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 2}, :key :firbolg, :languages #{"Common" "Elvish" "Giant"}, :name "Firbolg", :option-pack "Volo's Guide to Monsters", :size :medium, :speed 30, :traits [{:description "Once per short or long rest you can cast both the Detect Magic and Disguise Self spells using Wisdom as your spellcasting ability. This version of Disguise Self lets you appear up to 3 feet shorter, thus allowing you to blend in with humans and elves.", :name "Firbolg Magic"} {:description "Once per short or long rest, you can magically turn Invisible until the start of your next turn as a bonus action. The ability ends early if you attack, deal any damage, or force anyone to make a saving throw.", :name "Hidden Step"} {:description "When determining your carry, push, drag, or lift capacity, you count as one size larger.", :name "Powerful Build"} {:description "You can communicate with beasts and plants. You also have advantage on Charisma checks to influence them. These creatures can understand the meaning of your words, even though you cannot understand them in return.", :name "Speech of Beast and Leaf"}]}, :goblin {:key :goblin, :speed 30, :name "Goblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :traits [{:description "When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you finish this trait, you can't use it again until you finish a short or long rest.", :name "Fury of the Small"} {:description "You can take the Disengage or Hide action as a bonus action on each of your turns", :name "Nimble Escape"}]}, :lizardfolk {:key :lizardfolk, :speed 30, :name "Lizardfolk", :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Draconic"}, :props {:lizardfolk-ac true, :swimming-speed 30}, :traits [{:description "Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", :name "Bite Attack"} {:description "You can hold your breath for 15 minutes.", :name "Hold Breath"} {:description "You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.", :name "Hunter's Lore"} {:description "In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.", :name "Hungry Jaws"}]}, :aasimar {:key :aasimar, :speed 30, :name "Aasimar", :darkvision 60, :spells [{:value {:ability :cha, :key :light}}], :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Volos Guide to Monsters (arandomstringofnum#2919)", :languages #{"Celestial" "Common"}, :traits [{:description "You know the light cantrip. Charisma is your spellcasting ability for it.", :name "Light Bearer"} {:description "As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.", :name "Healing Hands"}]}}, :orcpub.dnd.e5/subraces {:fallen-aasimar {:abilities {:orcpub.dnd.e5.character/str 1}, :key :fallen-aasimar, :name "Fallen Aasimar", :option-pack "Volo's Guide to Monsters", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar, :traits [{:description "Starting at 3rd level, you can unleash your divine energy as an action, causing your eyes to turn into pools of darkness and two skeletal, ghost-like, flightless wings sprout from your back. The instant you transform, all other creatures within 10 feet that can see you become frightened until the end of your next turn if they fail a Charisma saving throw (DC 8 + your prof bonus + Charisma modifier). The transformation lasts for 1 min, and once on each of your turns you can deal extra necrotic damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Necrotic Shroud with a bonus action, and cannot use it again until you take a long rest.", :name "Necrotic Shroud"}]}, :protector-aasmiar {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :protector-aasmiar, :name "Protector Aasmiar", :option-pack "Volo's Guide to Monsters", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar, :traits [{:description "Starting at 3rd level, you can unleash the divine energy as an action. When you do so, your eyes glimmer and two luminous, ghost-like wings emerge from your back and you gain a flying speed of 30 feet. The transformation lasts for 1 min, and once on each of your turns you can deal extra radiant damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Radiant Soul with a bonus action, and cannot use it again until you take a long rest.", :name "Radiant Soul"}]}, :scourge-aasimar {:abilities {:orcpub.dnd.e5.character/con 1}, :key :scourge-aasimar, :name "Scourge Aasimar", :option-pack "Volo's Guide to Monsters", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar, :traits [{:description "Starting at 3rd level, you can unleash your divine energy as an action. When you do so, searing light pours out your eyes and mouth for 1 min. During this time, you shed bright light for 10 feet, dim light for another 10 feet. At the end of each your turns, you and all creatures within 10 feet take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to a single creature equal to your level. You can cancel Radiant Consumption as a bonus action and must finish a long rest before you can use this ability again.", :name "Radiant Consumption"}]}}}, "UA - Waterborne Adventures - (Trism#0540)" {:orcpub.dnd.e5/races {:minotaur-krynn- {:key :minotaur-krynn-, :speed 30, :name "Minotaur (Krynn)", :abilities {:orcpub.dnd.e5.character/str 1}, :size :medium, :option-pack "UA Waterborne Adventures", :profs {:tool {:navigators-tools true, :water-vehicles true}}, :languages #{"Abyssal" "Common"}, :props {:weapon-prof {:simple true}}, :traits [{:description "Your choice of your Strength, Intelligence, or Wisdom score increases by 1 (Change manually in the Ability Scores).", :name "Conqueror's Virtue"} {:description "You are never unarmed. Your horns are a melee weapon that deals 1d10 piercing damage, and you are proficient with your horns. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.", :name "Horns"} {:description "When you take the Attack action on your turn to make a melee attack, you can attempt to shove a creature as a bonus action. You cannot use this shove attempt to knock a creature prone.", :name "Hammering Horns"} {:description "When you take the Dash action on your turn, you can use your bonus action to make one melee attack with your horns.", :name "Goring Rush"} {:description "You can perfectly recall any path you have traveled.", :name "Labyrinthine Recall"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"}]}}}, "5eHB - Way of the Four Elements Remastered - (NineArtsDragon#3773)" {:orcpub.dnd.e5/selections {:elemental-cantrips {:key :elemental-cantrips, :name "Elemental Cantrips", :option-pack "Way of the Four Elements Remastered", :options [{:description "You can cast the Control Flames cantrip.", :name "Control Flames"} {:description "You can cast the Gust cantrip.", :name "Gust"} {:description "You can cast the Mold Earth cantrip.", :name "Mold Earth"} {:description "You can cast the Shape Water cantrip.", :name "Shape Water"}]}, :elemental-disciplines {:key :elemental-disciplines, :name "Elemental Disciplines", :option-pack "Way of the Four Elements Remastered", :options [{:description "You can spend 1 ki to cast Absorb Elements.", :name "Become the Teapot"} {:description "Your jump height and distance are doubled and you gain advantage on Strength (Athletics) checks related to jumping. This stacks with Step of the Wind.", :name "Effortless Step"} {:description "When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will until the start of your next turn.", :name "Enduring Mountain Stance"} {:description "When you make an\nunarmed attack on your turn, you can choose to strike\nout with tendrils of flames. Your reach increases by 5 feet for that\nattack, and it deals fire damage instead of bludgeoning\ndamage. If the attack hits you can spend 1 ki point to\ndeal an extra 1d10 fire damage.", :name "Fangs of the Fire Snake"} {:description "You can spend 1 ki point to cast Ice Knife.", :name "Fang of the Frost Wolf"} {:description "You can spend 1 ki point to cast Thunderwave.", :name "Fist of Four Thunders"} {:description "When you make an\nunarmed attack on your turn, you can choose to strike\nout condensed bursts of air. Your reach increases by 10 feet for\nthat attack. If the attack hits you can spend 1 ki point to\nforce the target to make a Strength saving throw or be\npushed back 10 feet and be knocked prone.", :name "Fist of Unbroken Air"} {:description "When you take the Dash action, until the end of your turn when you move you can leave a trail of slippery ice. This ice counts as difficult terrain and last until the start of your next turn.", :name "Golden Snake's Icy Path"} {:description "You can spend 1 ki point to cast Earth Tremor.", :name "Rumbling Badger"} {:description "You can spend 2 ki points to cast Gust of Wind.", :name "Rush of Gale Spirits"} {:description "You can spend 1 ki point to cast Create or Destroy Water", :name "Reshape the Raincloud"} {:description "You can spend 1 ki point to cast Burning Hands.", :name "Sweeping Cinder Strike"} {:description "You can spend 1 ki point as a bonus action to create a whip of water. A creature that you can see within 30 ft of you must make a Dexterity saving throw. On a failure, they take damage = your Martial Arts die + your Wisdom modifier, and you can either knock it prone or pull it up to 25 ft towards you. You can deal an extra 1d10 bludgeoning damage for each additional ki point you use. On a successful save they take 1/2 damage and cannot be knocked prone or pulled. You cannot use Water Whip and a spell in the same turn. ", :name "Water Whip"} {:description "Prerequisite: 6th level\nUsing Slow Fall no longer requires a reaction, and is used automatically so long as you're conscious and not incapacitated. You take no fall damage. When using Slow Fall, you can glide 5 ft for every 5 ft you fall.", :name "A Leaf on the Wind"} {:description "Prerequisite: 6th level\nSpend 2 ki points to cast Pyrotechnics.", :name "Burning Ember Flourish"} {:description "Prerequisite: 6th level\nSpend 2 ki points to cast Maximilian's Earthen Grasp.", :name "Crushing Hand of the Mountain"} {:description "Prerequisite: 6th level\nSpend 2 ki points to cast Warding Wind.", :name "Curtain of Unyielding Wind"} {:description "Prerequisite: 6th level\nSpend 2 ki points to cast Shatter.", :name "Gong of the Summit"} {:description "Prerequisite: 6th level\nSpend 2 ki points to cast Aganazzar's Scorcher.", :name "Hatchling's Flame"} {:description "Prerequisite: 6th level\nSpend 2 ki points to use your Deflect Missiles feature against an any attack you see within 30 ft. If you reduce the damage to 0, you can't throw it back.", :name "Impenetrable Iron Tortoise Shell"} {:description "Prerequisite: 6th level\nSpend 2 ki points to cast Flaming Sphere.", :name "Mote of the Sun"} {:description "Prerequisite: 6th level\nSpend 2 ki points as bonus action to gain 30 ft tremorsense and a burrowing speed = 1/2 your speed for 1 minute. Burrowing creates tunnels that last as long as this ability is active, then collapse.", :name "Patient Badger Listens"} {:description "Prerequisite: 6th level\nSpend 2 ki points to cast Scorching Ray.", :name "Red Dragon's Claws"} {:description "Prerequisite: 6th level\nSpend 2 ki points to cast Snilloc's Snowball Swarm.", :name "Swarming Ice Rabbit"} {:description "Prerequisite: 6th level\nAs an action, spend 2 ki points to create a jet of water in a 30x5 ft line. Each creature in the line must succeed a Strength saving throw or take bludgeoning damage = your Martial Arts die + your Wisdom modifier, and are moved to an empty space touching the line. On a success they take 1/2 damage and are not moved.", :name "Water Jet"} {:description "Prerequisite: 11th level.\nSpend 3 ki points to cast Melf's Minute Meteors.", :name "Dance of the Three Ways"} {:description "Prerequisite: 11th level. Spend 3 ki points to cast Erupting Earth.", :name "Earth Reaches for Sky"} {:description "Prerequisite: 11th level. Spend 4 ki points to cast Stoneskin, targeting yourself.", :name "Eternal Mountain Defense"} {:description "Prerequisite: 11th level. Spend 3 ki points to cast Fireball.", :name "Flames of the Phoenix"} {:description "Prerequisite: 11th level. Spend 3 ki points to cast Elemental Weapon (can only be cold, fire, or thunder). You can use this discipline on your unarmed strikes.", :name "Fist of the Elements"} {:description "Prerequisite: 11th level. Spend 4 ki points to cast Watery Sphere.", :name "Hua's Water Prison"} {:description "Prerequisite: 11th level. Spend 3 ki points to cast Gaseous Form on yourself.", :name "Mist Stance"} {:description "Prerequisite: 11th level. Spend 2 ki points to acquire waterbreathing, a swim speed = your walking speed, and 60 ft blindsight while underwater for 8 hours.", :name "One with the Tides"} {:description "Prerequisite: 11th level. Spend 3 ki points to cast Sleet Storm.", :name "Rain of the Frigid Glacier"} {:description "Prerequisite: 11th level. Spend 3 ki points to cast Wall of Sand.", :name "Raise the Troubled Earth"} {:description "Prerequisite: 11th level. Spend 3 ki points to cast Wall of Water.", :name "Raise the Still Waters"} {:description "Prerequisite: 11th level. Spend 3 ki points to cast Fly on yourself, but your fly speed = your walking speed.", :name "Ride the Wind"} {:description "Prerequisite: 11th level. Spend 4 ki points to cast Wall of Fire.", :name "River of the Hungry Flame"} {:description "Prerequisite: 11th level. Spend 3 ki points to cast Tidal Wave.", :name "Sea's Fury"} {:description "Prerequisite: 11th level. Spend 4 ki points to cast Control Water.", :name "Shape of the Flowing River"} {:description "Prerequisite: 11th level. When you use your action to use an elemental discipline, you can make one unarmed strike as a bonus action, or you can use Flurry of Blows.", :name "Spellfist Stance"} {:description "Prerequisite: 11th level. Spend 3 ki points to cast Wind Wall.", :name "Sweeping Crosswind"} {:description "Prerequisite: 17th level. You can spend 5 ki points as an action to gain the following benefits for 1 minute: resistance to bludgeoning, piercing, slashing, cold, fire, lightning, and thunder damage; a burrow, fly, and swim speed = your walking speed. You can any of the following abilities as a bonus action.\n• You create a small earthquake on the ground in a\n15-foot radius around you. Each creature in that area\nmust make a Dexterity saving throw, taking 1d6 bludgeoning damage and falling prone on a failure.\n• You create a line of fire 15 feet long and 5 feet wide\nextending from you. Each\ncreature in the line must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or 1/2 damage on a successful one.\n• You create a 15-foot cube of swirling wind centered\non a point you can see within 60 feet of you. Each\ncreature in that area must make a Constitution saving\nthrow, taking 1d10 bludgeoning damage on\na failed save, or 1/2 damage on a successful\none. If a Large or smaller creature fails the save, that\ncreature is also pushed up to 10 feet away from the\ncenter of the cube.\n• You create a 15-foot cone of ice shards extending\nfrom you.\nEach creature in the cone must make a Constitution\nsave throw, taking 2d6 cold damage on a\nfailed save, or 1/2 damage on a successful\none. A creature that fails its save has\nits speed halved until the start of your next turn.", :name "Avatar of the Elements"} {:description "Prerequisite: 17th level. Spend 5 ki points to cast Cone of Cold.", :name "Breath of Winter"} {:description "Prerequisite: 17th level. You may cast See Invisibility without expending any ki. In addition, while using See Invisibility, you can spend 2 ki points as a bonus action to gain truesight until the end of your next turn.", :name "Eyes of Fire"} {:description "Prerequisite: 17th level. Spend 5 ki points to cast Control Winds.", :name "Eye of the Hurricane"} {:description "Prerequisite: 17th level. Spend 5 ki points to cast Transmute Rock.", :name "Mold the Mountain"} {:description "Prerequisite: 17th level. Spend 5 ki points to cast Maelstrom.", :name "Swirling Crab's Revenge"} {:description "Prerequisite: 17th level. Spend 5 ki points to cast Wall of Stone.", :name "Wave of Rolling Earth"}]}, :elemental-disciplines-lvl-11- {:key :elemental-disciplines-lvl-11-, :name "Elemental Disciplines (lvl.11)", :option-pack "Way of the Four Elements Remastered", :options [{:description "Spend 3 ki points to cast Melf's Minute Meteors", :name "Dance of the Three Ways"} {:description "Spend 3 ki points to cast Erupting Earth", :name "Earth Reaches for Sky"} {:description "Spend 4 ki points to cast Stoneskin on yourself.", :name "Eternal Mountain Defense"} {:description "Spend 3 ki points to cast Fireball.", :name "Flames of the Phoenix"} {:description "Spend 3 ki points to cast Elemental Weapon (cold, fire, or thunder damage only). You can cast this on your unarmed strikes.", :name "Fist of the Elements"} {:description "Spend 4 ki points to cast Watery Sphere.", :name "Hua's Water "} {:description "Spend 3 ki points to cast Gaseous Form on yourself.", :name "Mist Stance"} {:description "Spend 2 ki points to acquire waterbreathing, a swim speed = your walking speed, and 60 ft blindsight while underwater for 8 hours.", :name "One with the Tides"} {:description "Spend 3 ki points to cast Sleet Storm.", :name "Rain of the Frigid Glacier"} {:description "Spend 3 ki points to cast Wall of Sand.", :name "Raise the Troubled Earth"} {:description "Spend 3 ki points to cast Wall of Water.", :name "Raise the Still Waters"} {:description "Spend 3 ki points to cast Fly on yourself, but your fly speed = your walking speed.", :name "Ride the Wind"} {:description "Spend 4 ki points to cast Wall of Fire.", :name "River of the Hungry Flame"} {:description "Spend 3 ki points to cast Tidal Wave.", :name "Sea's Fury"} {:description "Spend 4 ki points to cast Control Water.", :name "Shape of the Flowing River"} {:description "When you use your action to use an elemental discipline, you can make one unarmed strike as a bonus action, or you can use Flurry of Blows.", :name "Spellfist Stance"} {:description "Spend 3 ki points to cast Wind Wall.", :name "Sweeping Crosswind"}]}, :elemental-disciplines-lvl-17- {:key :elemental-disciplines-lvl-17-, :name "Elemental Disciplines (lvl.17)", :option-pack "Way of the Four Elements Remastered", :options [{:description "You can spend 5 ki points as an action to gain the following benefits for 1 minute: resistance to bludgeoning, piercing, slashing, cold, fire, lightning, and thunder damage; a burrow, fly, and swim speed = your walking speed. You can any of the following abilities as a bonus action.\n• You create a small earthquake on the ground in a\n15-foot radius around you. Each creature in that area\nmust make a Dexterity saving throw, taking 1d6 bludgeoning damage and falling prone on a failure.\n• You create a line of fire 15 feet long and 5 feet wide\nextending from you. Each\ncreature in the line must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or 1/2 damage on a successful one.\n• You create a 15-foot cube of swirling wind centered\non a point you can see within 60 feet of you. Each\ncreature in that area must make a Constitution saving\nthrow, taking 1d10 bludgeoning damage on\na failed save, or 1/2 damage on a successful\none. If a Large or smaller creature fails the save, that\ncreature is also pushed up to 10 feet away from the\ncenter of the cube.\n• You create a 15-foot cone of ice shards extending\nfrom you.\nEach creature in the cone must make a Constitution\nsave throw, taking 2d6 cold damage on a\nfailed save, or 1/2 damage on a successful\none. A creature that fails its save has\nits speed halved until the start of your next turn.", :name "Avatar of the Elements"} {:description "Spend 5 ki points to cast Cone of Cold.", :name "Breath of Winter"} {:description "You may cast See Invisibility without expending any ki. In addition, while using See Invisibility, you can spend 2 ki points as a bonus action to gain truesight until the end of your next turn.", :name "Eyes of Fate"} {:description "Spend 5 ki points to cast Control Winds.", :name "Eye of the Hurricane"} {:description "Spend 5 ki points to cast Transmute Rock.", :name "Mold the Mountain"} {:description "Spend 5 ki points to cast Maelstrom.", :name "Swirling Crab's Revenge"} {:description "Spend 5 ki points to cast Wall of Stone.", :name "Wave of Rolling Earth"}]}, :elemental-disciplines-lvl-3- {:key :elemental-disciplines-lvl-3-, :name "Elemental Disciplines (lvl.3)", :option-pack "Way of the Four Elements Remastered", :options [{:description "You can spend 1 ki to cast Absorb Elements.", :name "Become the Teapot"} {:description "Your jump height and distance are doubled and you gain advantage on Strength (Athletics) checks related to jumping. This stacks with Step of the Wind.", :name "Effortless Step"} {:description "When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will until the start of your next turn.", :name "Enduring Mountain Stance"} {:description "When you make an\nunarmed attack on your turn, you can choose to strike\nout with tendrils of flames. Your reach increases by 5 feet for that\nattack, and it deals fire damage instead of bludgeoning\ndamage. If the attack hits you can spend 1 ki point to\ndeal an extra 1d10 fire damage.", :name "Fangs of the Fire Snake"} {:description "You can spend 1 ki point to cast Ice Knife.", :name "Fang of the Frost Wolf"} {:description "You can spend 1 ki point to cast Thunderwave.", :name "Fist of Four Thunders"} {:description "When you make an\nunarmed attack on your turn, you can choose to strike\nout condensed bursts of air. Your reach increases by 10 feet for\nthat attack. If the attack hits you can spend 1 ki point to\nforce the target to make a Strength saving throw or be\npushed back 10 feet and be knocked prone.", :name "Fist of Unbroken Air"} {:description "When you take the Dash action, until the end of your turn when you move you can leave a trail of slippery ice. This ice counts as difficult terrain and last until the start of your next turn.", :name "Golden Snake's Icy Path"} {:description "You can spend 1 ki point to cast Earth Tremor.", :name "Rumbling Badger"} {:description "You can spend 2 ki points to cast Gust of Wind.", :name "Rush of Gale Spirits"} {:description "You can spend 1 ki point to cast Create or Destroy Water", :name "Reshape the Raincloud"} {:description "You can spend 1 ki point to cast Burning Hands.", :name "Sweeping Cinder Strike"} {:description "You can spend 1 ki point as a bonus action to create a whip of water. A creature that you can see within 30 ft of you must make a Dexterity saving throw. On a failure, they take damage = your Martial Arts die + your Wisdom modifier, and you can either knock it prone or pull it up to 25 ft towards you. You can deal an extra 1d10 bludgeoning damage for each additional ki point you use. On a successful save they take 1/2 damage and cannot be knocked prone or pulled. You cannot use Water Whip and a spell in the same turn. ", :name "Water Whip"}]}, :elemental-disciplines-lvl-6- {:key :elemental-disciplines-lvl-6-, :name "Elemental Disciplines (lvl. 6)", :option-pack "Way of the Four Elements Remastered", :options [{:description "Using Slow Fall no longer requires a reaction, and is used automatically so long as you're conscious and not incapacitated. You take no fall damage. When using Slow Fall, you can glide 5 ft for every 5 ft you fall.", :name "Leaf on the Wind"} {:description "Spend 2 ki points to cast Pyrotechnics", :name "Burning Ember Flourish"} {:description "Spend 2 ki points to cast Maximilian's Earthen Grasp", :name "Crushing Hand of the Mountain"} {:description "Spend 2 ki points to cast Warding Wind.", :name "Curtain of Unyielding Wind"} {:description "Spend 2 ki points to cast Shatter.", :name "Gong of the Summit"} {:description "Spend 2 ki points to cast Aganazzar's Scorcher", :name "Hatchling's Flame"} {:description "Spend 2 ki points to use your Deflect Missiles feature against an any attack you see within 30 ft. If you reduce the damage to 0, you can't throw it back.", :name "Impenetrable Iron Tortoise Shell"} {:description "Spend 2 ki points to cast Flaming Sphere.", :name "Mote of the Sun"} {:description "Spend 2 ki points as bonus action to gain 30 ft tremorsense and a burrowing speed = 1/2 your speed for 1 minute. Burrowing creates tunnels that last as long as this ability is active, then collapse.", :name "Patient Badger Listens"} {:description "Spend 2 ki points to cast Scorching Ray.", :name "Red Dragon's Claws"} {:description "Spend 2 ki points to cast Snilloc's Snowball Swarm.", :name "Swarming Ice Rabbit"} {:description "As an action, spend 2 ki points to create a jet of water in a 30x5 ft line. Each creature in the line must succeed a Strength saving throw or take bludgeoning damage = your Martial Arts die + your Wisdom modifier, and are moved to an empty space touching the line. On a success they take 1/2 damage and are not moved.", :name "Water Jet"}]}}, :orcpub.dnd.e5/subclasses {:way-of-the-four-elements-remastered- {:class :monk, :key :way-of-the-four-elements-remastered-, :level-modifiers [], :level-selections [{:level 3, :num 2, :type :elemental-disciplines-lvl-3-} {:level 6, :num 2, :type :elemental-disciplines-lvl-6-} {:level 11, :num 2, :type :elemental-disciplines-lvl-11-} {:level 17, :num 2, :type :elemental-disciplines-lvl-17-}], :name "Way of the Four Elements (Remastered)", :option-pack "Way of the Four Elements Remastered", :traits [{:description "You learn elemental disciplines, some require ki to use. When you learn a new discipline, you can replace one discipline you already know with a different discipline. Disciplines that allow you to cast spells use the same rules in the spell descriptions regarding casting time, etc., but do not require material components.", :level 3, :name "Disciple of the Elements"} {:description "You can spend additional ki points to increase the level of a Discipline spell you cast. The spell level increases by 1 for each additional ki point spent. The maximum number of ki points you can spend on a single spell (to cast and amplify) is 2. This maximum increases to 3 ki points at lvl 9, 4 at lvl 13, and 5 at lvl 17.", :level 5, :name "Elemental Amplifier"} {:description "You learn two of the following cantrips: Control Flames, Gust, Mold Earth, or Shape Water. You learn the rest at 6th level. These cantrips, and many of the Discipline spells for this class, can be found in the Elemental Evil Player's Manual. (https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)", :level 3, :name "Initiate of the Way"}]}}}, "XGtE Feats - FinalPlayer14s version Fixed - (NineArtsDragon#3773)" {:orcpub.dnd.e5/feats {:orcish-fury {:ability-increases #{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.\nImmediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.", :key :orcish-fury, :name "Orcish Fury", :option-pack "XGE Feats", :path-prereqs {:race {:half-orc true}}, :prereqs #{}}, :bountiful-luck {:ability-increases #{}, :description "When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.\n\nWhen you use this ability, you can’t use your Lucky racial trait before the end of your next turn.", :key :bountiful-luck, :name "Bountiful Luck", :option-pack "XGE Feats", :path-prereqs {:race {:halfling true}}, :prereqs #{}}, :drow-high-magic {:ability-increases #{}, :description "Prerequisite: Drow\n\nYou learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.", :key :drow-high-magic, :name "Drow High Magic", :option-pack "XGE Feats", :path-prereqs {:race {:elf true}}, :prereqs #{}}, :wood-elf-magic {:ability-increases #{}, :description "Prerequisite: Wood Elf\n\nYou learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.", :key :wood-elf-magic, :name "Wood Elf Magic", :option-pack "XGE Feats", :path-prereqs {:race {:elf true}}, :prereqs #{}}, :prodigy {:ability-increases #{}, :description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.\nChoose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.", :key :prodigy, :name "Prodigy", :option-pack "XGE Feats", :path-prereqs {:race {:half-elf true, :half-orc true, :human true}}, :prereqs #{}, :props {:language-choice 1, :skill-prof-or-expertise {:religion false, :persuasion false, :investigation false, :acrobatics false, :performance false, :perception false, :sleight-of-hand false, :survival false, :history false, :animal-handling false, :nature false, :deception false, :intimidation false, :arcana false, :athletics false, :insight false, :medicine false, :stealth false}, :skill-tool-choice 2}}, :dragon-fear {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.", :key :dragon-fear, :name "Dragon Fear", :option-pack "XGE Feats", :path-prereqs {:race {:dragonborn true}}, :prereqs #{}}, :second-chance {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/dex}, :description "When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.", :key :second-chance, :name "Second Chance", :option-pack "XGE Feats", :path-prereqs {:race {:halfling true}}, :prereqs #{}}, :squat-nimbleness {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "Prerequisite: Dwarf or a Small race\n\nYou gain proficiency in the Acrobatics or Athletics skill (your choice).\nYou have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.", :key :squat-nimbleness, :name "Squat Nimbleness", :option-pack "XGE Feats", :path-prereqs {:race {:dwarf true, :gnome true, :halfling true}}, :prereqs #{}, :props {:skill-prof-or-expertise {:acrobatics false, :athletics false}, :skill-tool-choice 1, :speed 5}}, :fey-teleportation {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/int}, :description "Prerequisite: High Elf\n\nYou learn to speak, read, and write Sylvan. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.", :key :fey-teleportation, :name "Fey Teleportation", :option-pack "XGE Feats", :path-prereqs {:race {:elf true}}, :prereqs #{}, :props {}}, :flames-of-phlegethos {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/int}, :description "When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\nWhenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.", :key :flames-of-phlegethos, :name "Flames of Phlegethos", :option-pack "XGE Feats", :path-prereqs {:race {:tiefling true}}, :prereqs #{}, :props {:skill-prof-or-expertise {:investigation false, :medicine false}}}, :infernal-constitution {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "You have advantage on saving throws against being poisoned.", :key :infernal-constitution, :name "Infernal Constitution", :option-pack "XGE Feats", :path-prereqs {:race {:tiefling true}}, :prereqs #{}, :props {:damage-resistance {:cold true, :poison true}}}, :dwarven-fortitude {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).", :key :dwarven-fortitude, :name "Dwarven Fortitude", :option-pack "XGE Feats", :path-prereqs {:race {:dwarf true}}, :prereqs #{}}, :elven-accuracy {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :description "Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.", :key :elven-accuracy, :name "Elven Accuracy", :option-pack "XGE Feats", :path-prereqs {:race {:dwarf false, :elf true, :half-elf true}}, :prereqs #{}}, :dragon-hide {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.\nYou grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.", :key :dragon-hide, :name "Dragon Hide", :option-pack "XGE Feats", :path-prereqs {:race {:dragonborn true}}, :prereqs #{}}, :fade-away {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :description "Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.", :key :fade-away, :name "Fade Away", :option-pack "XGE Feats", :path-prereqs {:race {:gnome true}}, :prereqs #{}}}}, "Dungeon Masters Guide (110818)" {:orcpub.dnd.e5/subclasses {:death-domain {:class :cleric, :cleric-spells {1 {0 :false-life, 1 :ray-of-sickness}, 2 {0 :blindness-deafness, 1 :ray-of-enfeeblement}, 3 {0 :animate-dead, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell, 1 :cloudkill}}, :key :death-domain, :level-modifiers [{:type :weapon-prof, :value :martial}], :level-selections [{:type :cleric-death-cantrips}], :name "Death Domain", :option-pack "Dungeon Master's Guide", :traits [{:description "At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.", :name "Reaper"} {:description "Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.\nWhen the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.", :level 2, :name "Channel Divinity: Touch of Death"} {:description "Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.", :level 6, :name "Inescapable Destruction"} {:description "At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.\n\n", :level 17, :name "Improved Reaper"}]}, :oathbreaker {:class :paladin, :key :oathbreaker, :level-modifiers [], :name "Oathbreaker", :option-pack "Dungeon Master's Guide", :paladin-spells {1 {0 :hellish-rebuke, 1 :inflict-wounds}, 2 {0 :crown-of-madness, 1 :darkness}, 3 {0 :animate-dead, 1 :bestow-curse}, 4 {0 :blight, 1 :confusion}, 5 {0 :contagion, 1 :dominate-person}}, :traits [{:description "An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options:\nControl Undead: As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.\nDreadful Aspect: As an action, the paladin channels the darkest emotions and focuses them into a burst of see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.\n", :level 3, :name "Channel Divinity"} {:description "Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. At 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Hate"} {:description "At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.", :level 15, :name "Supernatural Resistance"} {:description "At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-footradius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4dl0 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.\nWhile the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 +.the paladin's Charisma modifier. After activating the aura, the paladin can't do so again until he or she finishes a long rest.", :level 20, :name "Dread Lord"}]}}, :orcpub.dnd.e5/subraces {:eladrin-dmg-variant- {:abilities {:orcpub.dnd.e5.character/int 1}, :key :eladrin-dmg-variant-, :name "Eladrin (DMG Variant)", :option-pack "Dungeon Master's Guide", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :elf, :spells [{:value {:ability :int, :key :misty-step, :level 2}}], :traits [{:description "Once per short or long rest you can cast Misty Step.", :name "Fey Step"}]}}}, "UA - Eberron (SyllabicAbjad#6977)" {:orcpub.dnd.e5/races {:shifter {:key :shifter, :speed 30, :name "Shifter", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "UA: Eberron", :languages #{"Common" "Sylvan"}, :traits [{:description "On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on\nyour turn as a bonus action.\nWhile shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum\nof 1). You also gain a feature that depends on your shifter subrace, described below.\nYou must finish a short or long rest before you can shift again.", :name "Shifting"}]}}, :orcpub.dnd.e5/subraces {:beasthide {:abilities {:orcpub.dnd.e5.character/con 1}, :key :beasthide, :name "Beasthide", :option-pack "UA: Eberron", :race :shifter, :traits [{:description "While shifting, you gain a +1 bonus to AC.", :name "Shifting Feature"}]}, :cliffwalk {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :cliffwalk, :name "Cliffwalk", :option-pack "UA: Eberron", :race :shifter, :traits [{:description "While shifting, you gain a climb speed of 30 feet.", :name "Shifting Feature"}]}, :longstride {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :longstride, :name "Longstride", :option-pack "UA: Eberron", :race :shifter, :traits [{:description "While shifting, you can use the Dash action as a bonus action.", :name "Shifting Feature"}]}, :longtooth {:abilities {:orcpub.dnd.e5.character/str 1}, :key :longtooth, :name "Longtooth", :option-pack "UA: Eberron", :race :shifter, :traits [{:description "While shifting, you can make a bite attack as an action. This is a melee weapon attack\nthat uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a\ntarget that is your size or smaller, the target is also grappled.", :name "Shifting Feature"}]}, :razorclaw {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :razorclaw, :name "Razorclaw", :option-pack "UA: Eberron", :race :shifter, :traits [{:description "While shifting, you can make an unarmed strike as a bonus action. You can use your\nDexterity for its attack roll and damage bonus, and this attack deals slashing damage.", :name "Shifting Feature"}]}, :wildhunt {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :wildhunt, :name "Wildhunt", :option-pack "UA: Eberron", :race :shifter, :traits [{:description "While shifting, you gain advantage on all Wisdom-based checks and saving throws", :name "Shifting Feature"}]}}}, "PHB Subraces (LunaMoonbringer#2094)" {:orcpub.dnd.e5/subraces {:drow {:abilities {:orcpub.dnd.e5.character/cha 1}, :darkvision 120, :key :drow, :name "Drow", :option-pack "PH SR", :props {:weapon-prof {:crossbow-hand true, :rapier true, :shortsword true}}, :race :elf, :traits [{:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"} {:description "You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once per day. When you reach 5th level, you can also cast the Darkness spell once per day. Charisma is your spellcasting ability for these spells.", :name "Drow Magic"}]}, :forest-gnome {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :forest-gnome, :name "Forest Gnome", :option-pack "PH SR", :race :gnome, :traits [{:description "You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.", :name "Natural Illusionist"} {:description "Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.", :name "Speak With Small Beasts"}]}, :mountain-dwarf {:abilities {:orcpub.dnd.e5.character/str 2}, :key :mountain-dwarf, :name "Mountain Dwarf", :option-pack "PH SR", :props {:armor-prof {:light true, :medium true}}, :race :dwarf, :traits [{:description "You have proficiency with light and medium armor.", :name "Dwarven Armor Training"}]}, :stout {:abilities {:orcpub.dnd.e5.character/con 1}, :key :stout, :name "Stout", :option-pack "PH SR", :props {:damage-resistance {:poison true}, :saving-throw-advantage {:poisoned true}}, :race :halfling, :traits []}, :wood-elf {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :wood-elf, :name "Wood Elf", :option-pack "PH SR", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :elf, :speed 35, :traits [{:description "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", :name "Mask of the Wild"}]}}}, "Volo's Guide to Monsters (110818)" {:orcpub.dnd.e5/languages {:aquan {:key :aquan, :name "Aquan", :option-pack "Volo's Guide to Monsters"}, :grung {:key :grung, :name "Grung", :option-pack "Volo's Guide to Monsters"}, :tlincalli {:key :tlincalli, :name "Tlincalli", :option-pack "Volo's Guide to Monsters"}, :vegepygmy {:key :vegepygmy, :name "Vegepygmy", :option-pack "Volo's Guide to Monsters"}}, :orcpub.dnd.e5/monsters {:warlock-of-the-great-old-one {:key :warlock-of-the-great-old-one, :int 12, :speed "30ft", :name "Warlock of the Great Old One", :alignment "any alignment", :cha 18, :hit-points {:die 8, :die-count 14, :modifier 28}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 4, :history 4}, :str 9, :saving-throws {:cha 7, :wis 4}, :challenge 6, :con 15, :dex 14, :wis 12, :props {:damage-resistance {:psychic true}, :language {:any-two-languages true, :telepathy-30-ft- true}}, :traits [{:description "The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: \nAt will: detect magic, jump, levitate, mage armor (self only), speak with dead \n1/day each: arcane gate, true seeing ", :name "Innate Spellcasting"} {:description "The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp \n1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch ", :name "Spellcasting"} {:description "At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated. ", :name "Whispering Aura"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach S ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", :name "Dagger", :type :action}]}, :neothelid {:key :neothelid, :int 3, :speed "30 ft. ", :name "Neothelid", :alignment "chaotic evil", :cha 12, :hit-points {:die 20, :die-count 21, :modifier 105}, :type :aberration, :size :gargantuan, :option-pack "Volo's Guide to Monsters", :armor-class 16, :str 27, :saving-throws {:cha 6, :int 1, :wis 8}, :challenge 13, :con 21, :dex 7, :wis 16, :traits [{:description "The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. ", :name "Creature Sense"} {:description "The neothelid's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components: \nAt will: levitate \n1/day each: confusion, feeblemind, telekinesis ", :name "Innate Spellcasting (Psionics)"} {:description "The neothelid has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: + 13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid's turns. If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.", :name "Tentacles", :type :action} {:description "The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. ", :name "Acid Breath (Recharge 5-6)", :type :action}]}, :vegepygmy-chief {:key :vegepygmy-chief, :int 7, :speed "30 ft. ", :name "Vegepygmy Chief", :alignment "neutral", :cha 9, :hit-points {:die 6, :die-count 6, :modifier 12}, :type :plant, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 3, :stealth 4}, :str 14, :challenge 2, :con 14, :dex 14, :wis 12, :props {:damage-resistance {:lightning true, :piercing true}, :language {:vegepygmy true}}, :traits [{:description "The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. ", :name "Plant Camouflage"} {:description "The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "The vegepygmy makes two attacks with its claws or two melee attacks with its spear. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ", :name "Claws", :type :action} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. ", :name "Spear", :type :action} {:description "A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn't a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Spores (1/Day)", :type :action}]}, :orc-red-fang-of-shargaas {:key :orc-red-fang-of-shargaas, :int 9, :speed "30 ft. ", :name "Orc Red Fang of Shargaas", :alignment "chaotic evil", :cha 9, :hit-points {:die 8, :die-count 8, :modifier 16}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:intimidation 1, :perception 2, :stealth 5}, :str 11, :challenge 3, :con 15, :dex 16, :wis 11, :props {:language {:common true, :orc true}}, :traits [{:description "On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.", :name "Cunning Action"} {:description "The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks). ", :name "Hand of Shargaas"} {:description "Magical darkness doesn't impede the orc's darkvision.", :name "Shargaas's Sight"} {:description "In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the ore hits a creature that round who was surprised, the hit is automatically a critical hit. ", :name "Slayer"} {:description "The orc makes two scimitar or dart attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. ", :name "Scimitar", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4 + 3) piercing damage. ", :name "Dart", :type :action} {:description "The orc casts darkness without any components. Wisdom is its spellcasting ability. ", :name "Veil of Shargaas (Recharges after a Short or Long Rest)", :type :action}]}, :banderhobb {:key :banderhobb, :int 11, :speed "30 ft. ", :name "Banderhobb", :alignment "neutral evil", :cha 8, :hit-points {:die 10, :die-count 8, :modifier 40}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:athletics 8, :stealth 7}, :str 20, :challenge 5, :con 20, :dex 12, :wis 14, :props {:condition-immunity {:charmed true, :frightened true}, :language {:understands-common-and-the-languages-of-its-creator-but-cant-speak- true}}, :traits [{:description "If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb. ", :name "Resonant Connection"} {:description "While in dim light or darkness, the bander-hobb can take the Hide action as a bonus action. ", :name "Shadow Stealth"} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target. ", :name "Tongue", :type :action} {:description "The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to O hit points in this way stops taking the necrotic damage and becomes stable. The banderhobb can have only one creature swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time {no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature. ", :name "Swallow", :type :action} {:description "The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack. ", :name "Shadow Step", :type :action}]}, :war-priest {:key :war-priest, :int 11, :speed "30 ft. ", :name "War Priest", :alignment "any alignment", :cha 13, :hit-points {:die 8, :die-count 18, :modifier 36}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:intimidation 5, :religion 4}, :str 16, :saving-throws {:con 6, :wis 7}, :challenge 9, :con 14, :dex 10, :wis 17, :props {:language {:any-two-languages true}}, :traits [{:description "The priest is a 9th-level spellcaster. Its spellcast-ing ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: \nCantrips (at will): light, mending, sacred flame, spare the dying \n1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith \n2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon \n3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk \n4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin \n5th level (1 slot): flame strike, mass cure wounds, hold monster ", :name "Spellcasting"} {:description "The priest makes two melee attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. ", :name "Maul", :type :action} {:description "The priest grants a + 10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.", :name "Reaction: Guided Strike (Recharges after a Short or Long Rest)"}]}, :kobold-inventor {:key :kobold-inventor, :int 8, :speed "30 ft. ", :name "Kobold Inventor", :alignment "lawful evil", :cha 8, :hit-points {:die 6, :die-count 3, :modifier 3}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 12, :str 7, :challenge 0.25, :con 12, :dex 15, :wis 7, :languages "common, draconic", :props {:language {:common true, :draconic true}}, :traits [{:description "The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Dagger", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. ", :name "Sling", :type :action} {:description "The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day: ", :name "Weapon Invention", :type :action} {:description "The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage. ", :name "1. Acid", :type :action} {:description "The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. ", :name "2. Alchemist's Fire", :type :action} {:description "The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses. ", :name "3. Basket of Centipedes", :type :action} {:description "The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master's Guide). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target. ", :name "4. Green Slime Pot", :type :action} {:description "The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square. ", :name "5. Rot Grub Pot", :type :action} {:description "The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. ", :name "6. Scorpion on a Stick", :type :action} {:description "The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest. ", :name "7. Skunk in a Cage", :type :action} {:description "The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.", :name "8. Wasp Nest in a Bag", :type :action}]}, :flind {:key :flind, :int 11, :speed "30 ft. ", :name "Flind", :alignment "chaotic evil", :cha 12, :hit-points {:die 8, :die-count 15, :modifier 60}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:intimidation 5, :perception 5}, :str 20, :saving-throws {:con 8, :wis 5}, :challenge 9, :con 19, :dex 10, :wis 13, :props {:language {:abyssal true, :gnoll true}}, :traits [{:description "If the flind isn't incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the fl ind. ", :name "Aura of Blood Thirst"} {:description "The flind makes three attacks: one with each of its different flail attacks or three with its longbow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the tar-get must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn. ", :name "Flail of Madness", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) psychic damage. ", :name "Flail of Pain", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn. ", :name "Flail of Paralysis", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 150/600., one target. Hit: 4 (1d8) piercing damage. ", :name "Longbow", :type :action}]}, :yeth-hound {:key :yeth-hound, :int 5, :speed "40 ft., fly 40 ft. (hover) ", :name "Yeth Hound", :alignment "neutral evil", :cha 7, :hit-points {:die 10, :die-count 6, :modifier 18}, :type :fey, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 14, :str 18, :challenge 4, :con 16, :dex 17, :wis 12, :props {:condition-immunity {:charmed true, :frightened true}, :damage-immunity {:bludgeoning true, :piercing true, :slashing true}, :language {:understands-common-elvish-and-sylvan-but-cant-speak- true}}, :traits [{:description "The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. ", :name "Keen Hearing and Smell"} {:description "If the yeth hound starts its turn in sun-light, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action. ", :name "Sunlight Banishment"} {:description "While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other. ", :name "Telepathic Bond"} {:description "Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened. ", :name "Bite", :type :action} {:description "The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound's next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours. ", :name "Baleful Baying", :type :action}]}, :deep-scion {:key :deep-scion, :int 10, :speed "30 ft. (20 ft. and swim 40 ft. in hybrid form) ", :name "Deep Scion", :alignment "neutral evil", :cha 14, :hit-points {:die 8, :die-count 9, :modifier 27}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 11, :skills {:deception 6, :insight 3, :sleight-of-hand 3, :stealth 3}, :str 18, :saving-throws {:cha 4, :wis 3}, :challenge 3, :con 16, :dex 13, :wis 12, :props {:language {:aquan true, :common true, :thieves-cant true}}, :traits [{:description "The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies. ", :name "Shapechanger"} {:description "The deep scion can breathe air and water. ", :name "Amphibious (Hybrid Form Only)"} {:description "In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. ", :name "Battleaxe (Humanoid Form Only)", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach S ft., one creature. Hit: 6 (1d4 + 4) piercing damage. ", :name "Bite (Hybrid Form Only)", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ", :name "Claw (Hybrid Form Only)", :type :action} {:description "The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water. ", :name "Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest)", :type :action}]}, :archdruid {:key :archdruid, :int 12, :speed "30ft", :name "Archdruid", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 24, :modifier 24}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:medicine 9, :nature 5, :perception 9}, :str 10, :saving-throws {:int 5, :wis 9}, :challenge 12, :con 12, :dex 14, :wis 20, :props {:language {:druidic-plus-any-two-languages- true}}, :traits [{:description "The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared: \nCantrips (at will): druidcraft, mending, poison spray, produce flame \n1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals \n2nd level (3 slots): animal messenger, beast sense, hold person \n3rd level (3 slots): conjure animals, meld into stone, water breathing \n4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire \n5th level (3 slots): commune with nature, mass cure wounds, tree stride \n6th level (1 slot): heal, heroes' feast, sunbeam \n7th level (1 slot): fire storm \n8th level (1 slot): animal shapes \n9th level (1 slot): foresight ", :name "Spellcasting"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ", :name "Scimitar", :type :action} {:description "The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn. While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. ", :name "Change Shape (2/Day)", :type :action}]}, :warlock-of-the-fiend {:key :warlock-of-the-fiend, :int 12, :speed "30ft", :name "Warlock of the Fiend", :alignment "any alignment", :cha 18, :hit-points {:die 8, :die-count 12, :modifier 24}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 4, :deception 7, :perception 7, :religion 4}, :str 10, :saving-throws {:cha 7, :wis 4}, :challenge 7, :con 15, :dex 14, :wis 12, :props {:damage-resistance {:slashing true}, :language {:any-two-languages-usually-abyssal-or-infernal- true}}, :traits [{:description "The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: \nAt will: alter self, false life, levitate (self only), mage armor (self only), silent image \n1/day each: feeblemind,finger of death, plane shift ", :name "Innate Spellcasting"} {:description "The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): eldritch blast,fire bolt.friends, mage hand, mi-nor illusion, prestidigitation, shocking grasp \n1st-5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire ", :name "Spellcasting"} {:description "When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. ", :name "Dark One's Own Luck (Recharges after a Short or Long Rest)"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.", :name "Mace", :type :action}]}, :stegosaurus {:key :stegosaurus, :int 2, :speed "40 ft. ", :name "Stegosaurus", :alignment "unaligned", :cha 5, :hit-points {:die 12, :die-count 8, :modifier 24}, :type :beast, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 13, :str 20, :challenge 4, :con 17, :dex 9, :wis 11, :traits [{:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage.", :name "Tail", :type :action}]}, :neogi {:key :neogi, :int 13, :speed "30 ft., climb 30 ft. ", :name "Neogi", :alignment "lawful evil", :cha 15, :hit-points {:die 6, :die-count 6, :modifier 12}, :type :aberration, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:intimidation 4, :perception 3}, :str 6, :challenge 3, :con 14, :dex 16, :wis 12, :props {:language {:common true, :deep-speech true, :undercommon true}}, :traits [{:description "The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep. ", :name "Mental Fortitude"} {:description "The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "The neogi makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. ", :name "Claws", :type :action} {:description "The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. ", :name "Enslave (Recharges after a Short or Long Rest)", :type :action}]}, :xvart-warlock-of-raxivort {:key :xvart-warlock-of-raxivort, :int 8, :speed "30 ft.", :name "Xvart Warlock of Raxivort", :alignment "chaotic evil", :cha 12, :hit-points {:die 6, :die-count 5, :modifier 5}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:stealth 3}, :str 8, :challenge 1, :con 12, :dex 14, :wis 11, :props {:language {:abyssal true}}, :traits [{:description "The xvart's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: \nAt will: detect magic, mage armor (self only) ", :name "Innate Spellcasting"} {:description "The xvart is a 3rd-level spellcaster. Its spellcast-ing ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation \n1st-2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray ", :name "Spellcasting"} {:description "The xvart can take the Disengage action as a bonus action on each of its turns. ", :name "Low Cunning"} {:description "When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points. ", :name "Raxivort's Blessing"} {:description "The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.", :name "Raxivort's Tongue"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ", :name "Scimitar", :type :action}]}, :catoblepas {:key :catoblepas, :int 3, :speed "30 ft. ", :name "Catoblepas", :alignment "unaligned", :cha 8, :hit-points {:die 10, :die-count 8, :modifier 40}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 14, :str 19, :challenge 5, :con 21, :dex 12, :wis 14, :traits [{:description "The catoblepas has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour. ", :name "Stench"} {:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn. ", :name "Tail", :type :action} {:description "The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to O hit points by this ray. ", :name "Death Ray (Recharge 5-6)", :type :action}]}, :deep-rothe {:key :deep-rothe, :int 2, :speed "30 ft. ", :name "Deep Rothe", :alignment "unaligned", :cha 4, :hit-points {:die 8, :die-count 2, :modifier 4}, :type :beast, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 18, :challenge 0.25, :con 14, :dex 10, :wis 10, :traits [{:description "The deep rothe's spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components. ", :name "Innate Spellcasting"} {:description "If the deep rothe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. ", :name "Charge"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Gore", :type :action}]}, :kobold-scale-sorcerer {:key :kobold-scale-sorcerer, :int 10, :speed "30 ft.", :name "Kobold Scale Sorcerer", :alignment "lawful evil", :cha 14, :hit-points {:die 6, :die-count 5, :modifier 10}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:arcana 2, :medicine 1}, :str 7, :challenge 1, :con 14, :dex 15, :wis 9, :props {:language {:common true, :draconic true}}, :traits [{:description "The kobold is a 3rd-level spellcaster. Its spellcast-ing ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: \nCantrips (at will): fire bolt, mage hand, mending, poison spray \n1st level (4 slots): charm person, chromatic orb, expeditious retreat \n2nd level (2 slots): scorching ray ", :name "Spellcasting"} {:description "The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits: \nHeightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. \nSubtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components. ", :name "Sorcery Points"} {:description "The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", :name "Dagger", :type :action}]}, :slithering-tracker {:key :slithering-tracker, :int 10, :speed "30 ft., climb 30 ft., swim 30 ft. ", :name "Slithering Tracker", :alignment "chaotic evil", :cha 11, :hit-points {:die 8, :die-count 5, :modifier 10}, :type :ooze, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:stealth 8}, :str 16, :challenge 3, :con 15, :dex 19, :wis 14, :props {:condition-immunity {:blinded true, :deafened true, :grappled true, :paralyzed true, :petrified true, :prone true, :restrained true, :unconscious true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-vulnerability {:cold true, :fire true}, :language {:understands-languages-it-knew-in-its-previous-form-but-cant-speak- true}}, :traits [{:description "In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised. ", :name "Ambusher"} {:description "While grappling a creature, the slithering tracker takes only half the damage dealt to it, and the creature it is grappling takes the other half. ", :name "Damage Transfer"} {:description "While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check. ", :name "False Appearance"} {:description "The slithering tracker has advantage on Wisdom checks to track prey. ", :name "Keen Tracker"} {:description "The slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing. ", :name "Liquid Form"} {:description "The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action. ", :name "Watery Stealth"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. ", :name "Slam", :type :action} {:description "One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time. ", :name "Life Leech", :type :action}]}, :ki-rin {:legendary-actions {:description "The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ki-rin regains spent legendary actions at the start of its turn."}, :key :ki-rin, :int 19, :speed "60 ft., fly 120 ft. (hover) ", :name "Ki-rin", :alignment "lawful good", :cha 20, :hit-points {:die 12, :die-count 16, :modifier 48}, :type :celestial, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 20, :skills {:insight 9, :perception 9, :religion 8}, :str 21, :challenge 12, :con 16, :dex 16, :wis 20, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components: \nAt will: gaseous form, major image (6th-level version), wind walk \n1/day: create food and water ", :name "Innate Spellcasting"} {:description "If the ki-rin fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The ki-rin has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The ki-rin's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The ki-rin is a 18th-level spellcaster. Its spell-casting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared: \nCantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy \n1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary \n2nd level (3 slots): calm emotions, lesser restoration, silence \n3rd level (3 slots): dispel magic, remove curse, sending \n4th level (3 slots): banishment, freedom of movement, guardian of faith \n5th level (3 slots): greater restoration, mass cure wounds, scrying \n6th level (1 slot): heroes'feast, true seeing \n7th level (1 slot): etherealness, plane shift \n8th level (1 slot): control weather \n9th level (1 slot): true resurrection ", :name "Spellcasting"} {:description "The ki-rin makes three attacks: two with its hooves and one with its horn.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. ", :name "Hoof", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. ", :name "Horn", :type :action} {:description "The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check. ", :name "Detect", :type :legendary-action} {:description "The ki-rin makes a hoof attack or casts sacred flame. ", :name "Smite", :type :legendary-action} {:description "The ki-rin moves up to its half speed without provoking opportunity attacks. ", :name "Move", :type :legendary-action}]}, :aurochs {:key :aurochs, :int 2, :speed "50 ft. ", :name "Aurochs", :alignment "unaligned", :cha 5, :hit-points {:die 10, :die-count 4, :modifier 16}, :type :beast, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 11, :str 20, :challenge 2, :con 19, :dex 10, :wis 12, :traits [{:description "If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ", :name "Charge"} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. ", :name "Gore", :type :action}]}, :gnoll-flesh-gnawer {:key :gnoll-flesh-gnawer, :int 8, :speed "30 ft. ", :name "Gnoll Flesh Gnawer", :alignment "chaotic evil", :cha 8, :hit-points {:die 8, :die-count 4, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :str 12, :saving-throws {:dex 4}, :challenge 1, :con 12, :dex 14, :wis 10, :props {:language {:gnoll true}}, :traits [{:description "When the gnoll reduces a creature to O hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.", :name "Rampage"} {:description "The gnoll makes three attacks: one with its bite and two with its shortsword. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ", :name "Shortsword", :type :action} {:description "Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn't provoke opportunity attacks. ", :name "Sudden Rush", :type :action}]}, :boggle {:key :boggle, :int 6, :speed "30 ft., climb 30 ft. ", :name "Boggle", :alignment "chaotic neutral", :cha 7, :hit-points {:die 6, :die-count 4, :modifier 4}, :type :fey, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 3, :sleight-of-hand 6, :stealth 6}, :str 8, :challenge 0.125, :con 13, :dex 18, :wis 12, :props {:damage-resistance {:fire true}, :language {:sylvan true}}, :traits [{:description "The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action. Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples. Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Boggle Oil"} {:description "As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as \"30 feet straight up\"}. While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn. ", :name "Dimensional Rift"} {:description "The boggle has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Uncanny Smell"} {:description "Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target. Hit: 2 (1d6 -1) bludgeoning damage. ", :name "Pummel", :type :action} {:description "The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is l inch deep and covers the ground in the boggle's space. The puddle is difficult terrain for all creatures except boggles and lasts for l hour. If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check. ", :name "Oil Puddle", :type :action}]}, :necromancer {:key :necromancer, :int 17, :speed "30 ft. ", :name "Necromancer", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 7, :history 7}, :str 9, :saving-throws {:int 7, :wis 5}, :challenge 9, :con 12, :dex 14, :wis 12, :props {:damage-resistance {:necrotic true}, :language {:any-four-languages- true}}, :traits [{:description "The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared: \nCantrips (at will): chill touch, dancing lights, mage hand, mending \n1st level (4 slots): false life,* mage armor, ray of sickness* \n2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web \n3rd level (3 slots): animate dead,* bestow curse,* vampiric touch* \n4th level (3 slots): blight,* dimension door, stoneskin \n5th level (2 slots): Bigby's hand, cloudkill \n6th level (1 slot): circle of death* \n*Necromancy spell of 1st level or higher ", :name "Spellcasting"} {:description "When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell. ", :name "Grim Harvest (1/Turn)"} {:description "Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage. ", :name "Withering Touch", :type :action}]}, :stone-giant-dreamwalker {:key :stone-giant-dreamwalker, :int 10, :speed "40 ft. ", :name "Stone Giant Dreamwalker", :alignment "chaotic neutral", :cha 12, :hit-points {:die 12, :die-count 14, :modifier 70}, :type :giant, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:athletics 14, :perception 3}, :str 23, :saving-throws {:con 9, :dex 6, :wis 3}, :challenge 10, :con 21, :dex 14, :wis 8, :props {:condition-immunity {:charmed true, :frightened true}, :language {:common true, :giant true}}, :traits [{:description "An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn't incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant's Dreamwalker's Charm for 24 hours. ", :name "Dreamwalker's Charm"} {:description "The giant makes two attacks with its greatclub.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. ", :name "Greatclub", :type :action} {:description "The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petriiied, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it. ", :name "Petrifying Touch", :type :action} {:description "Ranged Weapon Attack:+ 10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. ", :name "Rock", :type :action}]}, :transmuter {:key :transmuter, :int 17, :speed "30 ft. ", :name "Transmuter", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 9}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 6, :history 6}, :str 9, :saving-throws {:int 6, :wis 4}, :challenge 5, :con 11, :dex 12, :wis 12, :props {:language {:any-four-languages- true}}, :traits [{:description "The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared: \nCantrips (at will): light, mending, prestidigitation, ray of frost \n1st level (4 slots): chromatic orb, expeditious retreat,* mage armor \n2nd level (3 slots): alter self,* hold person, knock* \n3rd level (3 slots): blink,* fireball, slow* \n4th level (3 slots): polymorph,* stoneskin \n5th level (1 slot): telekinesis* \n*Transmutation spell of 1st level or higher ", :name "Spellcasting"} {:description "The transmuter carries a magic stone it crafted that grants its bearer one of the following effects: \n• Darkvision out to a range of 60 feet \n• An extra 10 feet of speed while the bearer is unencumbered \n• Proficiency with Constitution saving throws \n• Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit) \nIf the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone. ", :name "Transmuter's Stone"} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8 -1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action}]}, :quickling {:key :quickling, :int 10, :speed "120 ft. ", :name "Quickling", :alignment "chaotic evil", :cha 7, :hit-points {:die 4, :die-count 3, :modifier 3}, :type :fey, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:acrobatics 8, :perception 5, :sleight-of-hand 8, :stealth 8}, :str 4, :challenge 1, :con 13, :dex 23, :wis 12, :props {:language {:common true, :sylvan true}}, :traits [{:description "Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained. ", :name "Blurred Movement"} {:description "If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ", :name "Evasion"} {:description "The quickling makes three dagger attacks. ", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage. ", :name "Dagger", :type :action}]}, :tlincalli {:key :tlincalli, :int 8, :speed "40 ft. ", :name "Tlincalli", :alignment "neutral evil", :cha 8, :hit-points {:die 10, :die-count 10, :modifier 30}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 4, :stealth 4, :survival 4}, :str 16, :challenge 5, :con 16, :dex 13, :wis 12, :props {:language {:tlincalli- true}}, :traits [{:description "The tlincalli makes two attacks: one with its long-sword or spiked chain, and one with its sting. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can't use the spiked chain against another target. ", :name "Spiked Chain", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Sting", :type :action}]}, :black-guard-drake {:key :black-guard-drake, :int 4, :speed "30 ft., swim 30 ft.", :name "Black Guard Drake", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :dragon, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 16, :challenge 2, :con 16, :dex 11, :wis 10, :props {:damage-resistance {:acid true}, :language {:understands-draconic-but-cant-speak true}}, :traits [{:description "The black guard drake can breathe air and water. ", :name "Amphibious"} {:description "The guard drake makes two attacks: one with its bite and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ", :name "Tail", :type :action}]}, :xvart {:key :xvart, :int 8, :speed "30 ft.", :name "Xvart", :alignment "chaotic evil", :cha 7, :hit-points {:die 6, :die-count 2}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:stealth 4}, :str 8, :challenge 0.125, :con 10, :dex 14, :wis 7, :props {:language {:abyssal true}}, :traits [{:description "The xvart can take the Disengage action as a bonus action on each of its turns. ", :name "Low Cunning"} {:description "The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated.", :name "Overbearing Pack"} {:description "The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. ", :name "Raxivort's Tongue"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ", :name "Shortsword", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. ", :name "Sling", :type :action}]}, :bodak {:key :bodak, :int 7, :speed "30ft", :name "Bodak", :alignment "chaotic evil", :cha 12, :hit-points {:die 8, :die-count 9, :modifier 18}, :type :undead, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 4, :stealth 6}, :str 15, :challenge 6, :con 15, :dex 16, :wis 12, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:lightning true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :necrotic true, :piercing true, :slashing true}, :language {:abyssal true, :the-languages-it-knew-in-life true}}, :traits [{:description "The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect. ", :name "Aura of Annihilation"} {:description "When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw. ", :name "Death Gaze"} {:description "The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ", :name "Sunlight Hypersensitivity"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.", :name "Fist", :type :action} {:description "One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. ", :name "Withering Gaze", :type :action}]}, :gnoll-hunter {:key :gnoll-hunter, :int 8, :speed "30 ft. ", :name "Gnoll Hunter", :alignment "chaotic evil", :cha 8, :hit-points {:die 8, :die-count 4, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 3, :stealth 4}, :str 14, :challenge 0.5, :con 12, :dex 14, :wis 12, :props {:language {:gnoll true}}, :traits [{:description "When the gnoll reduces a creature to O hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. ", :name "Rampage"} {:description "The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", :name "Bite", :type :action} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage when used with two hands to make a melee attack. ", :name "Spear", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn. ", :name "Longbow", :type :action}]}, :leucrotta {:key :leucrotta, :int 9, :speed "50 ft. ", :name "Leucrotta", :alignment "chaotic evil", :cha 6, :hit-points {:die 10, :die-count 9, :modifier 18}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:deception 2, :perception 3}, :str 18, :challenge 3, :con 15, :dex 14, :wis 12, :props {:language {:abyssal true, :gnoll true}}, :traits [{:description "The leucrotta has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action. ", :name "Kicking Retreat"} {:description "The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. ", :name "Mimicry"} {:description "When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves. ", :name "Rampage"} {:description "The leucrotta makes two attacks: one with its bite and one with its hooves. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ", :name "Hooves", :type :action}]}, :velociraptor {:key :velociraptor, :int 4, :speed "30 ft. ", :name "Velociraptor", :alignment "unaligned", :cha 6, :hit-points {:die 4, :die-count 3, :modifier 3}, :type :beast, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 3}, :str 6, :challenge 0.25, :con 13, :dex 14, :wis 12, :traits [{:description "The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't incapacitated.", :name "Pack Tactics"} {:description "The velociraptor makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach S ft., one creature. Hit: 5 (1d6 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.", :name "Claws", :type :action}]}, :orc-claw-of-luthic {:key :orc-claw-of-luthic, :int 10, :speed "30ft", :name "Orc Claw of Luthic", :alignment "chaotic evil", :cha 11, :hit-points {:die 8, :die-count 6, :modifier 18}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:intimidation 2, :medicine 4, :survival 4}, :str 14, :challenge 2, :con 16, :dex 15, :wis 15, :props {:language {:common true, :orc true}}, :traits [{:description "As a bonus action, the ore can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The ore is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The ore has the following cleric spells prepared: \nCantrips (at will): guidance, mending, resistance, thaumaturgy \n1st level (4 slots): bane, cure wounds, guiding bolt \n2nd level (3 slots): augury, warding bond \n3rd level (2 slots): bestow curse, create food and water ", :name "Spellcasting"} {:description "The ore makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. ", :name "Claw", :type :action}]}, :flail-snail {:key :flail-snail, :int 3, :speed "10 ft. ", :name "Flail Snail", :alignment "unaligned", :cha 5, :hit-points {:die 10, :die-count 5, :modifier 25}, :type :elemental, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 16, :str 17, :challenge 3, :con 20, :dex 5, :wis 10, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}}, :traits [{:description "The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6: \n1-2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. \n3-4. No additional effect. \n5-6. The snail's shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one. ", :name "Antimagic Shell"} {:description "The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process. ", :name "Flail Tentacles"} {:description "The flail snail makes as many Flail Tentacle attacks as it has flail tentacles, all against the same target. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", :name "Flail Tentacle", :type :action} {:description "The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends. ", :name "Scintillating Shell (Recharges after a Short or Long Rest)", :type :action} {:description "The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn. ", :name "Shell Defense", :type :action}]}, :gnoll-witherling {:key :gnoll-witherling, :int 5, :speed "30 ft. ", :name "Gnoll Witherling", :alignment "chaotic evil", :cha 5, :hit-points {:die 8, :die-count 2, :modifier 2}, :type :undead, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :str 14, :challenge 0.25, :con 12, :dex 8, :wis 5, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:understands-gnoll-but-cant-speak- true}}, :traits [{:description "When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack. ", :name "Rampage"} {:description "The witherling makes two attacks: one with its bite and one with its club, or two with its club. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. ", :name "Club", :type :action} {:description "In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack. ", :name "Reaction: Vengeful Strike"}]}, :dimetrodon {:key :dimetrodon, :int 2, :speed "30 ft., swim 20 ft. ", :name "Dimetrodon", :alignment "unaligned", :cha 5, :hit-points {:die 8, :die-count 3, :modifier 6}, :type :beast, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:perception 2}, :str 14, :challenge 0.25, :con 15, :dex 10, :wis 10, :traits [{:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. ", :name "Bite", :type :action}]}, :girallon {:key :girallon, :int 5, :speed "40 ft., climb 40 ft. ", :name "Girallon", :alignment "unaligned", :cha 7, :hit-points {:die 10, :die-count 7, :modifier 21}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 3, :stealth 5}, :str 18, :challenge 4, :con 16, :dex 16, :wis 12, :traits [{:description "As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The girallon has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The girallon makes five attacks: one with its bite and four with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ", :name "Claw", :type :action}]}, :orc-blade-of-ilneval {:key :orc-blade-of-ilneval, :int 10, :speed "30 ft. ", :name "Orc Blade of Ilneval", :alignment "chaotic evil", :cha 14, :hit-points {:die 8, :die-count 8, :modifier 24}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:insight 3, :intimidation 4, :perception 3}, :str 17, :saving-throws {:wis 3}, :challenge 4, :con 17, :dex 11, :wis 12, :props {:language {:common true, :orc true}}, :traits [{:description "As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The orc deals an extra die of damage when it hits with a longsword attack (included in the attack). ", :name "Foe Smiter of Ilneval"} {:description "The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval's Command is available to use, the ore can use it after these attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-get. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage when used with two hands. ", :name "Longsword", :type :action} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ", :name "Javelin", :type :action} {:description "Up to three allied ores within 120 feet of this ore that can hear it can use their reactions to each make one weapon attack. ", :name "Ilneval's Command (Recharge 4-6)", :type :action}]}, :nilbog {:key :nilbog, :int 10, :speed "30 ft. ", :name "Nilbog", :alignment "chaotic evil", :cha 15, :hit-points {:die 6, :die-count 2}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:stealth 6}, :str 8, :challenge 1, :con 10, :dex 14, :wis 8, :props {:language {:common true, :goblin true}}, :traits [{:description "The nilbog's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requ1ring no material components: \nAt will: mage hand, Tasha's hideous laughter, vicious mockery \n1/day: confusion ", :name "Innate Spellcasting"} {:description "Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction. ", :name "Nilbogism"} {:description "The nilbog can take the Disengage or Hide action as a bonus action on each of its turns. ", :name "Nimble Escape"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. ", :name "Fool's Scepter", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ", :name "Shortbow", :type :action} {:description "In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points. ", :name "Reaction: Reversal of Fortune"}]}, :kraken-priest {:key :kraken-priest, :int 10, :speed "30 ft., swim 30 ft. ", :name "Kraken Priest", :alignment "any evil alignment", :cha 14, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 10, :skills {:perception 5}, :str 12, :challenge 5, :con 16, :dex 10, :wis 15, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:any-two-languages true}}, :traits [{:description "The priest can breathe air and water.", :name "Amphibious"} {:description "The priest's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \nAt will: command, create or destroy water \n3/day each: control water, darkness, water breathing, water walk \n1/day each: call lightning, Evard's black tentacles ", :name "Innate Spellcasting"} {:description "Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage. ", :name "Thunderous Touch", :type :action} {:description "A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Voice of the Kraken (Recharges after a Short or Long Rest)", :type :action}]}, :enchanter {:key :enchanter, :int 17, :speed "30 ft. ", :name "Enchanter", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 9}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 6, :history 6}, :str 9, :saving-throws {:int 6, :wis 4}, :challenge 5, :con 11, :dex 14, :wis 12, :props {:language {:any-four-languages- true}}, :traits [{:description "The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared: \nCantrips (at will): friends, mage hand, mending, message \n1st level (4 slots): charm person,* mage armor, magic missile \n2nd level (3 slots): hold person,* invisibility, suggestion* \n3rd level (3 slots):fireball, haste, tongues \n4th level (3 slots): dominate beast,* stoneskin \n5th level (2 slots): hold monster* \n*Enchantment spell of 1st level or higher ", :name "Spellcasting"} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 -1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action} {:description "The enchanter tries to magically divert an attack made against it, provided that the attacker is with in 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses. The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target. ", :name "Reaction: lnstinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher)"}]}, :cave-fisher {:key :cave-fisher, :int 3, :speed "20 ft., climb 20 ft. ", :name "Cave Fisher", :alignment "unaligned", :cha 3, :hit-points {:die 8, :die-count 9, :modifier 18}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:perception 2, :stealth 5}, :str 16, :challenge 3, :con 14, :dex 13, :wis 10, :traits [{:description "The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher, which can extrude a replacement filament on its next turn. ", :name "Adhesive Filament"} {:description "If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage. ", :name "Flammable Blood"} {:description "The cave fisher can climb difficult surfaces including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "The cave fisher makes two attacks with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach S ft., one target. Hit: 10 (2d6 + 3) slashing damage. ", :name "Claw", :type :action} {:description "One creature grappled by the cave fisher's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within S feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament. ", :name "Filament", :type :action}]}, :vargouille {:key :vargouille, :int 4, :speed "5 ft., fly 40 ft. ", :name "Vargouille", :alignment "chaotic evil", :cha 2, :hit-points {:die 4, :die-count 3, :modifier 6}, :type :fiend, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 12, :str 6, :challenge 1, :con 14, :dex 14, :wis 7, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:understands-abyssal-infernal-and-any-languages-it-knew-before-becoming-a-vargouille-but-cant-speak- true}}, :traits [{:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.", :name "Bite", :type :action} {:description "The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a daylight spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. ", :name "Kiss", :type :action} {:description "The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille's next turn. While frightened in this way, a target is stunned. If a target's saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour. ", :name "Stunning Shriek", :type :action}]}, :firenewt-warlock-of-imix {:key :firenewt-warlock-of-imix, :int 9, :speed "30 ft.", :name "Firenewt Warlock of Imix", :alignment "neutral evil", :cha 14, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 13, :challenge 1, :con 12, :dex 11, :wis 11, :props {:damage-immunity {:fire true}, :language {:draconic true, :ignan true}}, :traits [{:description "The firenewt can breathe air and water. ", :name "Amphibious"} {:description "The firenewt's innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components. ", :name "Innate Spellcasting"} {:description "The firenewt is a 3rd-level spellcaster. Its spell-casting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation \n1st-2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray ", :name "Spellcasting"} {:description "When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.", :name "lmix's Blessing"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. ", :name "Morningstar", :type :action}]}, :abjurer {:key :abjurer, :int 18, :speed "30 ft. ", :name "Abjurer", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 13, :modifier 26}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 8, :history 8}, :str 9, :saving-throws {:int 8, :wis 5}, :challenge 9, :con 14, :dex 14, :wis 12, :props {:language {:any-four-languages- true}}, :traits [{:description "The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared: \nCantrips (at will): blade ward, dancing lights, mending, message, ray of frost \n1st level (4 slots): alarm,* mage armor,* magic missile, shield* \n2nd level (3 slots): arcane lock,* invisibility \n3rd level (3 slots): counterspell,* dispel magic,* fireball \n4th level (3 slots): banishment,* stoneskin* \n5th level (2 slots): cone of cold, wall of force \n6th level (1 slot): flesh to stone, globe of invulnerability* \n7th level (1 slot): symbol,* teleport \n*Abjuration spell of 1st level or higher ", :name "Spellcasting"} {:description "The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. ", :name "Arcane Ward"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 -1) bludgeoning damage, or 3 (1d8 -1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action}]}, :gazer {:key :gazer, :int 3, :speed "0ft , fly 30 ft. (hover)", :name "Gazer", :alignment "neutral evil", :cha 7, :hit-points {:die 4, :die-count 3, :modifier 6}, :type :aberration, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 4, :stealth 5}, :str 3, :saving-throws {:wis 2}, :challenge 0.5, :con 14, :dex 17, :wis 10, :props {:condition-immunity {:prone true}}, :traits [{:description "As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ", :name "Mimicry"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. ", :name "Bite", :type :action} {:description "The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: \n1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. \n2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. \n3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. \n4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container. ", :name "Eye Rays", :type :action}]}, :fire-giant-dreadnought {:key :fire-giant-dreadnought, :int 8, :speed "30 ft. ", :name "Fire Giant Dreadnought", :alignment "lawful evil", :cha 11, :hit-points {:die 12, :die-count 15, :modifier 90}, :type :giant, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 21, :skills {:athletics 13, :perception 5}, :str 27, :saving-throws {:cha 5, :con 11, :dex 4}, :challenge 14, :con 23, :dex 9, :wis 10, :props {:damage-immunity {:fire true}, :language {:giant true}}, :traits [{:description "The giant carries two shields, each of which is accounted for in the giant's AC. The giant must stow or drop one of its shields to hurl rocks. ", :name "Dual Shields"} {:description "The giant makes two fireshield attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack:+ 13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage. ", :name "Fireshield", :type :action} {:description "Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.", :name "Rock", :type :action} {:description "The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone. ", :name "Shield Charge"}]}, :hadrosaurus {:key :hadrosaurus, :int 2, :speed "40 ft. ", :name "Hadrosaurus", :alignment "unaligned", :cha 5, :hit-points {:die 10, :die-count 3, :modifier 3}, :type :beast, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 11, :skills {:perception 2}, :str 15, :challenge 0.25, :con 13, :dex 10, :wis 10, :traits [{:description "Melee Weapon Attack: +4 to hit, reach S ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.", :name "Tail", :type :action}]}, :ox {:key :ox, :int 2, :speed "30 ft. ", :name "Ox", :alignment "unaligned", :cha 4, :hit-points {:die 10, :die-count 2, :modifier 4}, :type :beast, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 18, :challenge 0.25, :con 14, :dex 10, :wis 10, :traits [{:description "The oxen is considered to be a Huge animal for the purpose of determining its carrying capacity. ", :name "Beast of Burden"} {:description "If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. ", :name "Charge"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Gore", :type :action}]}, :trapper {:key :trapper, :int 2, :speed "10 ft., climb 10 ft. ", :name "Trapper", :alignment "unaligned", :cha 4, :hit-points {:die 10, :die-count 10, :modifier 30}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:stealth 2}, :str 17, :challenge 3, :con 17, :dex 10, :wis 13, :traits [{:description "While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor. or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence. ", :name "False Appearance"} {:description "The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way. the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time. ", :name "Smother", :type :action}]}, :shoosuva {:key :shoosuva, :int 7, :speed "40 ft. ", :name "Shoosuva", :alignment "chaotic evil", :cha 9, :hit-points {:die 10, :die-count 13, :modifier 39}, :type :fiend, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 14, :str 18, :saving-throws {:con 6, :dex 4, :wis 5}, :challenge 8, :con 17, :dex 13, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :gnoll true, :telepathy-120ft- true}}, :traits [{:description "When it reduces a creature to O hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack. ", :name "Rampage"} {:description "The shoosuva makes two attacks: one with its bite and one with its tail stinger. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Tail Stinger", :type :action}]}, :stench-kow {:key :stench-kow, :int 2, :speed "30 ft. ", :name "Stench Kow", :alignment "unaligned", :cha 4, :hit-points {:die 10, :die-count 2, :modifier 4}, :type :beast, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 18, :challenge 0.25, :con 14, :dex 10, :wis 10, :traits [{:description "Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour. ", :name "Stench"} {:description "If the stench kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. ", :name "Charge"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Gore", :type :action}]}, :mind-flayer-lich-illithilich- {:legendary-actions {:description "The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn."}, :key :mind-flayer-lich-illithilich-, :int 20, :speed "30 ft.", :name "Mind Flayer Lich (Illithilich)", :alignment "any evil alignment", :cha 16, :hit-points {:die 8, :die-count 18, :modifier 54}, :type :undead, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:arcana 18, :history 12, :insight 9, :perception 9}, :str 11, :saving-throws {:con 10, :int 12, :wis 9}, :challenge 22, :con 16, :dex 16, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :lightning true, :necrotic true}, :language {:deep-speech true, :telepathy-120ft- true, :undercommon true}}, :traits [{:description "If the lich fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. ", :name "Rejuvenation"} {:description "The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: \nCantrips (at will): mage hand, prestidigitation, ray of frost \n1st level (4 slots): detect magic, magic missile, shield, thunderwave \n2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image \n3rd level (3 slots): animate dead, counterspell, dispel magic, fireball \n4th level (3 slots): blight, dimension door \n5th level (3 slots): cloudkill, scrying \n6th level (1 slot): disintegrate, globe of invulnerability \n7th level (1 slot): finger of death, plane shift \n8th level (1 slot): dominate monster, power word stun \n9th level (1 slot): power word kill ", :name "Spellcasting"} {:description "The lich has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "The lich has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The lich's innate spellcasting ability is Intelligence (spell save DC 20). It can innateJy cast the following spells, requiring no components.\n At will: detect thoughts, levitate \n1/day each; dominate monster, plane shift (self only) ", :name "Innate Spellcasting (Psionics)"} {:description "Melee Spell Attack:+ 12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Paralyzing Touch", :type :action} {:description "Melee Weapon Attack: + 12 to hit; reach 5 ft., one creature. Hit: 21 (3d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends. ", :name "Tentacles", :type :action} {:description "Melee Weapon Attack: + 12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain. ", :name "Extract Brain", :type :action} {:description "The lich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Mind Blast (Recharge 5-6)", :type :action} {:description "The lich makes one attack with its tentades.", :name "Tentacles", :type :legendary-action} {:description "The lich uses Extract Brain. ", :name "Extract Brain (Costs 2 Actions)", :type :legendary-action} {:description "The lich recharges its Mind Blast and uses it. ", :name "Mind Blast (Costs 3 Actions)", :type :legendary-action} {:description "The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs l legendary action per level of the spell. ", :name "Cast Spell (Costs 1-3 Actions)", :type :legendary-action}]}, :froghemoth {:key :froghemoth, :int 2, :speed "30 ft., swim 30 ft. ", :name "Froghemoth", :alignment "unaligned", :cha 5, :hit-points {:die 12, :die-count 16, :modifier 80}, :type :monstrosity, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 9, :stealth 5}, :str 23, :saving-throws {:con 9, :wis 5}, :challenge 10, :con 20, :dex 13, :wis 12, :props {:damage-resistance {:fire true, :lightning true}}, :traits [{:description "The froghemoth can breathe air and water.", :name "Amphibious"} {:description "If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both. ", :name "Shock Susceptibility"} {:description "The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles.", :name "Tentacle", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth's turns. The froghemoth's gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can es-cape from the corpse using 10 feet of movement, exiting prone.", :name "Bite", :type :action} {:description "The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action. ", :name "Tongue", :type :action}]}, :mindwitness {:key :mindwitness, :int 15, :speed "0 ft., fly 20 ft. (hover} ", :name "Mindwitness", :alignment "lawful evil", :cha 10, :hit-points {:die 10, :die-count 10, :modifier 20}, :type :aberration, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 8}, :str 10, :saving-throws {:int 5, :wis 5}, :challenge 5, :con 14, :dex 14, :condition-immunities "prone", :wis 15, :languages "deep speech, undercommon, telepathy 600 ft", :props {:condition-immunity {:prone true}, :language {:deep-speech true, :telepathy-600-ft- true, :undercommon true}}, :traits [{:description "When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see. ", :name "Telepathic Hub"} {:description "The mindwitness makes two attacks: one with its tentacles and one with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 20 (4d8 + 2) psychic damage. If the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends. ", :name "Tentacles", :type :action} {:description "The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: ", :name "Eye Rays", :type :action} {:description "The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "1. Aversion Ray", :type :action} {:description "The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "2. Fear Ray", :type :action} {:description "The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage. ", :name "3. Psychic Ray", :type :action} {:description "The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "4. Slowing Ray", :type :action} {:description "The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. ", :name "5. Stunning Ray", :type :action} {:description "If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. ", :name "6. Telekinetic Ray", :type :action}]}, :apprentice-wizard {:key :apprentice-wizard, :int 14, :speed "30 ft. ", :name "Apprentice Wizard", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 2}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 10, :skills {:arcana 4, :history 4}, :str 10, :challenge 0.25, :con 10, :dex 10, :wis 10, :props {:language {:any-one-language-usually-common- true}}, :traits [{:description "The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): fire bolt, mending, prestidigitation \n1st level (2 slots): burning hands, disguise self, shield ", :name "Spellcasting"} {:description "Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. ", :name "Dagger", :type :action}]}, :kobold-dragonshield {:key :kobold-dragonshield, :int 8, :speed "20 ft. ", :name "Kobold Dragonshield", :alignment "lawful evil", :cha 10, :hit-points {:die 6, :die-count 8, :modifier 16}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 1}, :str 12, :challenge 1, :con 14, :dex 15, :wis 9, :props {:language {:common true, :draconic true}}, :traits [{:description "The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): \n1-2, acid (black); \n3-4, cold (white); \n5-6, fire (red); \n7-8, lightning (blue); \n9-10, poison (green). ", :name "Dragon's Resistance"} {:description "If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll. ", :name "Heart of the Dragon"} {:description "The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitiity"} {:description "The kobold makes two melee attacks. ", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. ", :name "Spear", :type :action}]}, :deinonychus {:key :deinonychus, :int 4, :speed "40ft. ", :name "Deinonychus", :alignment "unaligned", :cha 6, :hit-points {:die 8, :die-count 4, :modifier 8}, :type :beast, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 3}, :str 15, :challenge 1, :con 14, :dex 15, :wis 12, :traits [{:description "If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action. ", :name "Pounce"} {:description "The deinonychus makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft.1 one target. Hit: 6 (1d8 + 2) slashing damage. ", :name "Claw", :type :action}]}, :bheur-hag-coven-variant- {:key :bheur-hag-coven-variant-, :int 12, :speed "30ft. ", :name "Bheur Hag (Coven Variant)", :alignment "chaotic evil", :cha 16, :hit-points {:die 8, :die-count 14, :modifier 28}, :type :fey, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:nature 4, :perception 4, :stealth 6, :survival 4}, :str 13, :saving-throws {:wis 4}, :challenge 9, :con 14, :dex 16, :wis 13, :props {:damage-immunity {:cold true, :force false}, :language {:auran true, :common true, :giant true}}, :traits [{:description "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: \n1st level (4 slots): identify, ray of sickness \n2nd level (3 slots): hold person, locate object \n3rd level (3 slots): bestow curse, counterspell, lightning bolt \n4th level (3 slots): phantasmal killer, polymorph \n5th level (2 slots): contact other plane, scrying \n6th level (1 slot): eye bite \nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 +the hag's Intelligence modifier, and the spell attack bonus is 4 +the hag's Intelligence modifier. ", :name "Shared Spellcasting"} {:description "The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff. ", :name "Graystaff Magic"} {:description "The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment. ", :name "Ice Walk"} {:description "The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: \nAt will: hold person,* ray of frost \n3/day each: cone of cold,* ice storm,* wall of ice* 1/day each: control weather ", :name "Innate Spellcasting"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-get. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage. ", :name "Slam", :type :action} {:description "The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the OM controls the creature's movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Maddening Feast for the next 24 hours. ", :name "Maddening Feast", :type :action}]}, :draegloth {:key :draegloth, :int 13, :speed "30 ft. ", :name "Draegloth", :alignment "chaotic evil", :cha 11, :hit-points {:die 10, :die-count 13, :modifier 52}, :type :fiend, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 3, :stealth 5}, :str 20, :challenge 7, :con 18, :dex 15, :wis 11, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:abyssal true, :elvish true, :undercommon true}}, :traits [{:description "The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep. ", :name "Fey Ancestry"} {:description "The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components: \nAt will: darkness \n1/day each: confusion, dancing lights, faerie fire ", :name "Innate Spellcasting"} {:description "The draegloth makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach S ft., one creature. Hit: 16 (2d10 + 5) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. ", :name "Claws", :type :action}]}, :grung {:key :grung, :int 10, :speed "25 ft., climb 25 ft. ", :name "Grung", :alignment "lawful evil", :cha 10, :hit-points {:die 6, :die-count 2, :modifier 4}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:athletics 2, :perception 2, :stealth 4, :survival 2}, :str 7, :saving-throws {:dex 4}, :challenge 0.25, :con 15, :dex 14, :wis 11, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:grung true}}, :traits [{:description "The grung can breathe air and water. ", :name "Amphibious"} {:description "Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for l minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Poisonous Skin"} {:description "The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. ", :name "Standing Leap"} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. ", :name "Dagger", :type :action}]}, :firenewt-warrior {:key :firenewt-warrior, :int 7, :speed "30 ft. ", :name "Firenewt Warrior", :alignment "neutral evil", :cha 8, :hit-points {:die 8, :die-count 4, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :str 10, :challenge 0.5, :con 12, :dex 13, :wis 11, :props {:damage-immunity {:fire true}, :language {:draconic true, :ignan true}}, :traits [{:description "The firenewt can breathe air and water. ", :name "Amphibious"} {:description "The firenewt makes two attacks with its scimitar.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. ", :name "Scimitar", :type :action} {:description "The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. ", :name "Spit Fire (Recharges after a Short or Long Rest)", :type :action}]}, :dolphin {:key :dolphin, :int 6, :speed "0 ft., swim 60 ft. ", :name "Dolphin", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 2, :modifier 2}, :type :beast, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:perception 3}, :str 14, :challenge 0.125, :con 13, :dex 13, :wis 12, :traits [{:description "If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. ", :name "Charge"} {:description "The dolphin can hold its breath for 20 minutes. ", :name "Hold Breath"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. ", :name "Slam", :type :action}]}, :shadow-mastiff-alpha {:key :shadow-mastiff-alpha, :int 6, :speed "40 ft.", :name "Shadow Mastiff Alpha", :alignment "neutral evil", :cha 5, :hit-points {:die 8, :die-count 8, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:perception 3, :stealth 6}, :str 16, :challenge 2, :con 13, :dex 14, :wis 12, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The shadow mastiff can see ethereal creatures and objects. ", :name "Ethereal Awareness"} {:description "The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.", :name "Keen Hearing and Smell"} {:description "While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.", :name "Shadow Blend"} {:description "While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.", :name "Sunlight Weakness"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ", :name "Bite", :type :action} {:description "The shadow mastiff howls. Any beast or humanoid within 300 feet of the mastiff and able to hear its howl must succeed on a DC 11 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any shadow mastiff's Terrifying Howl for the next 24 hours. ", :name "Terrifying Howl", :type :action}]}, :babau {:key :babau, :int 11, :speed "40 ft. ", :name "Babau", :alignment "chaotic evil", :cha 13, :hit-points {:die 8, :die-count 11, :modifier 33}, :type :fiend, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:perception 5, :stealth 5}, :str 19, :challenge 4, :con 16, :dex 16, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire false, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true}}, :traits [{:description "The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components: \nAt will: darkness, dispel magic, fear, heat metal, levitate ", :name "Innate Spellcasting"} {:description "The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. ", :name "Claw", :type :action} {:description "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack. ", :name "Spear", :type :action} {:description "The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Weakening Gaze", :type :action}]}, :chitine {:key :chitine, :int 10, :speed "30 ft., climb 30 ft. ", :name "Chitine", :alignment "chaotic evil", :cha 7, :hit-points {:die 6, :die-count 4, :modifier 4}, :type :monstrosity, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:athletics 4, :stealth 4}, :str 10, :challenge 0.5, :con 12, :dex 14, :wis 10, :props {:language {:undercommon true}}, :traits [{:description "The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep.", :name "Fey Ancestry"} {:description "While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.", :name "Web Sense"} {:description "The chitine ignores movement restrictions caused by webbing. ", :name "Web Walker"} {:description "The chitine makes three attacks with its daggers.", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", :name "Dagger", :type :action}]}, :champion {:key :champion, :int 10, :speed "30 ft. ", :name "Champion", :alignment "any alignment", :cha 12, :hit-points {:die 8, :die-count 22, :modifier 44}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:athletics 9, :intimidation 5, :perception 6}, :str 20, :saving-throws {:con 6, :str 9}, :challenge 9, :con 14, :dex 15, :wis 14, :props {:language {:any-one-language-usually-common- true}}, :traits [{:description "The champion rerolls a failed saving throw. ", :name "Indomitable (2/Day)"} {:description "As a bonus action, the champion can regain 20 hit points. ", :name "Second Wind (Recharges after a Short or Long Rest)"} {:description "The champion makes three attacks with its greatsword or its shortbow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. ", :name "Greatsword", :type :action} {:description "Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining. ", :name "Light Crossbow", :type :action}]}, :evoker {:key :evoker, :int 17, :speed "30 ft. ", :name "Evoker", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 7, :history 7}, :str 9, :saving-throws {:int 7, :wis 5}, :challenge 9, :con 12, :dex 14, :wis 12, :props {:language {:any-four-languages- true}}, :traits [{:description "The evoker is a 12th-level spellcaster. Its spellcast-ing ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared: \nCantrips (at will): fire bolt,* light,* prestidigitation, ray of frost* \n1st level (4 slots): burning hands,* mage armor, magic missile* \n2nd level (3 slots): mirror image, misty step, shatter* \n3rd level (3 slots): counterspell,fireball,* lightning bolt* \n4th level (3 slots): ice storm,* stoneskin \n5th level (2 slots): Bigby's hand,* cone of cold* \n6th level (1 slot): chain lightning,* wall of ice* \n*Evocation spell ", :name "Spellcasting"} {:description "When the evoker casts an evocation spell that forces other creatures it can see, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it. ", :name "Sculpt Spells"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8 -1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action}]}, :conjurer {:key :conjurer, :int 17, :speed "30 ft.", :name "Conjurer", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 9}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 6, :history 6}, :str 9, :saving-throws {:int 6, :wis 4}, :challenge 6, :con 11, :dex 14, :wis 12, :props {:language {:any-four-languages- true}}, :traits [{:description "The conjurer is a 9th-level spellcaster. Its spell-casting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared: \nCantrips (at will): acid splash,* mage hand,* poison spray,* prestidigitation \n1st level (4 slots): mage armor, magic missile, unseen servant* \n2nd level (3 slots): cloud of daggers,* misty step,* web* \n3rd level (3 slots): fireball, stinking cloud* \n4th level (3 slots): Evard's black tentacles,* stoneskin \n5th level (2 slots): cloudkill,* conjure elemental* \n*Conjuration spell of 1st level or higher ", :name "Spellcasting"} {:description "As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. ", :name "Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher)"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Dagger", :type :action}]}, :elder-brain {:legendary-actions {:description "The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The elder brain regains spent legendary actions at the start of its turn. "}, :key :elder-brain, :int 21, :speed "5ft., swim 10 ft. ", :name "Elder Brain", :alignment "lawful evil", :cha 24, :hit-points {:die 10, :die-count 20, :modifier 100}, :type :aberration, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 10, :skills {:arcana 10, :deception 12, :insight 14, :intimidation 12, :persuasion 12}, :str 15, :saving-throws {:cha 12, :int 10, :wis 9}, :challenge 14, :con 20, :dex 10, :wis 19, :props {:language {:telepathy-5-miles- true, :understands-common-deep-speech-and-undercommon-but-cant-speak true}}, :traits [{:description "The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. ", :name "Creature Sense"} {:description "The elder brain's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components: \nAt will: detect thoughts, levitate \n1/day each: dominate monster, plane shift (self only) ", :name "Innate Spellcasting (Psionics)"} {:description "If the elder brain fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The elder brain has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way. ", :name "Telepathic Hub"} {:description "Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time. ", :name "Tentacle", :type :action} {:description "The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Mind Blast (Recharge 5-6)", :type :action} {:description "The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can, use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time. ", :name "Psychic Link", :type :action} {:description "The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target. ", :name "Sense Thoughts", :type :action} {:description "The elder brain makes a tentacle attack. ", :name "Tentacle", :type :legendary-action} {:description "The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell. ", :name "Break Concentration", :type :legendary-action} {:description "The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage. ", :name "Psychic Pulse", :type :legendary-action} {:description "The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn. ", :name "Sever Psychic Link", :type :legendary-action}]}, :warlord {:legendary-actions {:description "The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The warlord regains spent legendary actions at the start of its turn. "}, :key :warlord, :int 12, :speed "30 ft. ", :name "Warlord", :alignment "any alignment", :cha 18, :hit-points {:die 8, :die-count 27, :modifier 108}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:athletics 9, :intimidation 8, :perception 5, :persuasion 8}, :str 20, :saving-throws {:con 8, :dex 7, :str 9}, :challenge 12, :con 18, :dex 16, :wis 12, :props {:language {:any-two-languages true}}, :traits [{:description "The warlord can reroll a saving throw it fails. It must use the new roll. ", :name "Indomitable (3/Day)"} {:description "The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum. ", :name "Survivor"} {:description "The warlord makes two weapon attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ", :name "Greatsword", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ", :name "Shortbow", :type :action} {:description "The warlord makes a weapon attack. ", :name "Weapon Attack", :type :legendary-action} {:description "The warlord targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll. ", :name "Command Ally", :type :legendary-action} {:description "The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord's next turn. ", :name "Frighten Foe (Costs 2 Actions)", :type :legendary-action}]}, :alhoon {:key :alhoon, :int 19, :speed "30 ft. ", :name "Alhoon", :alignment "any evil alignment", :cha 17, :hit-points {:die 8, :die-count 16, :modifier 48}, :type :undead, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:arcana 8, :deception 7, :history 8, :insight 7, :perception 7, :stealth 5}, :str 11, :saving-throws {:cha 7, :con 7, :int 8, :wis 7}, :challenge 10, :con 16, :dex 12, :wis 17, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :lightning true, :necrotic true}, :language {:deep-speech true, :telepathy-120ft- true, :undercommon true}}, :traits [{:description "The alhoon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The alhoon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: \nAt will: detect thoughts, levitate \n1/day each: dominate monster, plane shift (self only) ", :name "Innate Spellcasting (Psionics)"} {:description "The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared: \nCantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp \n1st level (4 slots): detect magic, disguise self. magic missile, shield \n2nd level (3 slots): invisibility, mirror image, scorching ray \n3rd level (3 slots): counterspell, fly, lightning bolt \n4th level (3 slots): confusion, Evard's black tentacles, phantasmal killer \n5th level (2 slots): modify memory, wall of force \n6th level (1 slot): disintegrate, globe of invulnerability ", :name "Spellcasting"} {:description "The alhoon has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "Melee Spell Attack: +8 to hit. reach 5 ft., one target. Hit: 10 (3d6) cold damage. ", :name "Chilling Grasp", :type :action} {:description "The alhoon magically emits psychic energy in a GO-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stμnned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Mind Blast (Recharge 5-6)", :type :action}]}, :wood-woad {:key :wood-woad, :int 10, :speed "30 ft., climb 30 ft. ", :name "Wood Woad", :alignment "lawful neutral", :cha 8, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :plant, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:athletics 7, :perception 4, :stealth 4}, :str 18, :challenge 5, :con 16, :dex 12, :wis 13, :props {:condition-immunity {:charmed true, :frightened true}, :damage-resistance {:bludgeoning true, :piercing true}, :damage-vulnerability {:fire true}, :language {:sylvan true}}, :traits [{:description "In the wood woad's hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks). ", :name "Magic Club"} {:description "The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. ", :name "Plant Camouflage"} {:description "The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. ", :name "Tree Stride"} {:description "The wood woad makes two attacks with its club. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage. ", :name "Club", :type :action}]}, :mouth-of-grolantor {:key :mouth-of-grolantor, :int 5, :speed "50 ft. ", :name "Mouth of Grolantor", :alignment "chaotic evil", :cha 5, :hit-points {:die 12, :die-count 10, :modifier 40}, :type :giant, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 1}, :str 21, :challenge 6, :con 18, :dex 10, :wis 7, :props {:condition-immunity {:frightened true}, :language {:giant true}}, :traits [{:description "The giant is immune to confusion spells and similar magic. On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a dlO at the start of each of the giant's turns to determine its action for that turn: \n1-3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. \n4-5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself. \n6-7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn. \n8-10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. ", :name "Mouth of Madness"} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) piercing damage, and the giant magically regains hit points equal to the damage dealt. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. ", :name "Fist", :type :action}]}, :green-guard-drake {:key :green-guard-drake, :int 4, :speed "30 ft., swim 30 ft.", :name "Green Guard Drake", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :dragon, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 16, :challenge 2, :con 16, :dex 11, :wis 10, :props {:damage-resistance {:poison true}, :language {:understands-draconic-but-cant-speak true}}, :traits [{:description "The green guard drake can breathe air and water. ", :name "Amphibious"} {:description "The guard drake makes two attacks: one with its bite and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ", :name "Tail", :type :action}]}, :hobgoblin-devastator {:key :hobgoblin-devastator, :int 16, :speed "30 ft.", :name "Hobgoblin Devastator", :alignment "lawful evil", :cha 11, :hit-points {:die 8, :die-count 7, :modifier 14}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:arcana 5}, :str 13, :challenge 4, :con 14, :dex 12, :wis 13, :props {:language {:common true, :goblin true}}, :traits [{:description "Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. ", :name "Arcane Advantage"} {:description "When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw. ", :name "Army Arcana"} {:description "The hobgoblin is a 7th-level spellcaster. Its spell-casting ability is Intelligence (spell save DC 13, +S to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): acid splash,.fire bolt, ray of frost, shocking grasp \n1st level (4 slots): fog cloud, magic missile, thunderwave \n2nd level (3 slots): gust of wind, Melfs acid arrow, scorching ray \n3rd level (3 slots):.fireball, fly, lightning bolt \n4th level (1 slot): ice storm ", :name "Spellcasting"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action}]}, :swashbuckler {:key :swashbuckler, :int 14, :speed "30 ft. ", :name "Swashbuckler", :alignment "any non-lawful alignment", :cha 15, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:acrobatics 8, :athletics 5, :persuasion 6}, :str 12, :challenge 3, :con 12, :dex 18, :wis 11, :props {:language {:any-one-language-usually-common- true}}, :traits [{:description "The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns. ", :name "Lightfooted"} {:description "While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. ", :name "Suave Defense"} {:description "The swashbuckler makes three attacks: one with a dagger and two with its rapier. ", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. ", :name "Dagger", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ", :name "Rapier", :type :action}]}, :white-guard-drake {:key :white-guard-drake, :int 4, :speed "30 ft., burrow 20 ft., climb 30 ft.", :name "White Guard Drake", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :dragon, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 16, :challenge 2, :con 16, :dex 11, :wis 10, :props {:damage-resistance {:cold true}, :language {:understands-draconic-but-cant-speak true}}, :traits [{:description "The guard drake makes two attacks: one with its bite and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ", :name "Tail", :type :action}]}, :yuan-ti-malison-type-5- {:key :yuan-ti-malison-type-5-, :int 14, :speed "30ft", :name "Yuan-ti Malison (Type 5)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:deception 5, :stealth 4}, :str 16, :challenge 3, :con 13, :dex 14, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti has one of the following types: \nType 4: Human form with one or more serpentine tails \nType 5: Human form covered in scales ", :name "Matison Type"} {:description "The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. ", :name "Shapechanger"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion ", :name "Innate Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The yuan-ti makes two melee attacks or two ranged attacks. ", :name "Multiattack (Yuan-ti Form Only)", :type :action} {:description "Melee Weapon Attack: +S to hit, reach 5 ft, one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. ", :name "Bite (Snake Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ", :name "Scimitar (Yuan•ti Form Only)", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ", :name "Longbow (Yuan-ti Form Only)", :type :action}]}, :vegepygmy {:key :vegepygmy, :int 6, :speed "30 ft. ", :name "Vegepygmy", :alignment "neutral", :cha 7, :hit-points {:die 6, :die-count 2, :modifier 2}, :type :plant, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 2, :stealth 4}, :str 7, :challenge 0.25, :con 13, :dex 14, :wis 11, :props {:damage-resistance {:lightning true, :piercing true}, :language {:vegepygmy true}}, :traits [{:description "The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. ", :name "Plant Camouflage"} {:description "The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with O hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ", :name "Claws", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. ", :name "Sling", :type :action}]}, :brontosaurus {:key :brontosaurus, :int 2, :speed "30ft.", :name "Brontosaurus", :alignment "unaligned", :cha 7, :hit-points {:die 20, :die-count 9, :modifier 27}, :type :beast, :size :gargantuan, :option-pack "Volo's Guide to Monsters", :armor-class 15, :str 21, :saving-throws {:con 6}, :challenge 5, :con 17, :dex 9, :wis 10, :traits [{:description "Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. ", :name "Stomp", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage. ", :name "Tail", :type :action}]}, :ulitharid {:key :ulitharid, :int 21, :speed "30 ft. ", :name "Ulitharid", :alignment "lawful evil", :cha 21, :hit-points {:die 10, :die-count 17, :modifier 34}, :type :aberration, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:arcana 9, :insight 8, :perception 8, :stealth 5}, :str 15, :saving-throws {:cha 9, :int 9, :wis 8}, :challenge 9, :con 15, :dex 12, :wis 19, :props {:language {:deep-speech true, :telepathy-2-miles- true, :undercommon true}}, :traits [{:description "The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. ", :name "Creature Sense"} {:description "The ulitharid has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required). ", :name "Psionic Hub"} {:description "The ulitharid's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components: \nAt will: detect thoughts, levitate \n1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis ", :name "Innate Spellcasting (Psionics)"} {:description "Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. ", :name "Tentacles", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.", :name "Extract Brain", :type :action} {:description "The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Mind Blast (Recharge 5-6)", :type :action}]}, :death-kiss {:key :death-kiss, :int 10, :speed "0 ft., fly 30 ft. (hover) ", :name "Death Kiss", :alignment "neutral evil", :cha 10, :hit-points {:die 10, :die-count 17, :modifier 68}, :type :aberration, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:perception 5}, :str 18, :saving-throws {:con 8, :wis 5}, :challenge 10, :con 18, :dex 14, :wis 12, :props {:condition-immunity {:prone true}, :damage-immunity {:lightning true}, :language {:deep-speech true, :undercommon true}}, :traits [{:description "A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage. ", :name "Lightning Blood"} {:description "The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles. ", :name "Tentacle", :type :action} {:description "One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points. ", :name "Blood Drain", :type :action}]}, :yuan-ti-pit-master {:key :yuan-ti-pit-master, :int 14, :speed "30 ft. ", :name "Yuan-ti Pit Master", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 16, :modifier 16}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:deception 5, :stealth 4}, :str 16, :saving-throws {:cha 5, :wis 3}, :challenge 5, :con 13, :dex 14, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. ", :name "Shapechanger"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion ", :name "Innate Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target. ", :name "Poison's Disciple (2/Day)"} {:description "The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray \n1st-3rd level (2 3rd-level slots): command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch ", :name "Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti makes two bite attacks using its snake arms. ", :name "Multiattack (Yuan-ti Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. ", :name "Bite", :type :action} {:description "The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed. ", :name "Merrshaulk's Slumber (1/Day)", :type :action}]}, :warlock-of-the-archfey {:key :warlock-of-the-archfey, :int 11, :speed "30 ft. ", :name "Warlock of the Archfey", :alignment "any alignment", :cha 18, :hit-points {:die 8, :die-count 11}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 11, :skills {:arcana 2, :deception 6, :nature 2, :perception 6}, :str 9, :saving-throws {:cha 6, :wis 3}, :challenge 4, :con 11, :dex 13, :wis 12, :props {:condition-immunity {:charmed true}, :language {:any-two-languages-usually-sylvan- true}}, :traits [{:description "The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: \nAt will: disguise self, mage armor (self only), silent image, speak with animals \n1/day: conjure fey ", :name "Innate Spellcasting"} {:description "The warlock is a 11th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it fin-ishe~ a short or long rest. It knows the following warlock spells: \nCantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery \n1st-5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep ", :name "Spellcasting"} {:description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Dagger", :type :action} {:description "In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell. ", :name "Reaction: Misty Escape (Recharges after a Short or Long Rest)"}]}, :shadow-mastiff {:key :shadow-mastiff, :int 5, :speed "40 ft. ", :name "Shadow Mastiff", :alignment "neutral evil", :cha 5, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:perception 3, :stealth 6}, :str 16, :challenge 2, :con 13, :dex 14, :wis 12, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The shadow mastiff can see ethereal creatures and objects. ", :name "Ethereal Awareness"} {:description "The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.", :name "Keen Hearing and Smell"} {:description "While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated", :name "Shadow Blend"} {:description "While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws. ", :name "Sunlight Weakness"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ", :name "Bite", :type :action}]}, :annis-hag {:key :annis-hag, :int 13, :speed "40 ft. ", :name "Annis Hag", :alignment "chaotic evil", :cha 15, :hit-points {:die 10, :die-count 10, :modifier 20}, :type :fey, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:deception 5, :perception 5}, :str 21, :saving-throws {:con 5}, :challenge 6, :con 14, :dex 12, :wis 14, :props {:damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :giant true, :sylvan true}}, :traits [{:description "The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells: \n3/day each: disguise self (including the form of a Medium humanoid), fog cloud ", :name "Innate Spellcasting"} {:description "The annis makes three attacks: one with her bite and two with her claws. ", :name "Multiattack", :type :action} {:description "Mefee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.", :name "Claw", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way. ", :name "Crushing Hug", :type :action}]}, :morkoth {:key :morkoth, :int 20, :speed "25 ft., swim 50 ft. ", :name "Morkoth", :alignment "chaotic evil", :cha 13, :hit-points {:die 8, :die-count 20, :modifier 40}, :type :aberration, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:arcana 9, :history 9, :perception 10, :stealth 6}, :str 14, :saving-throws {:dex 6, :int 9, :wis 6}, :challenge 11, :con 14, :dex 14, :wis 15, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:telepathy-120ft- true}}, :traits [{:description "The morkoth can breathe air and water. ", :name "Amphibious"} {:description "The morkoth is an 11th-level spellcaster. Its spell-casting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared: \nCantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp \n1st level (4 slots): detect magic, identify, shield, witch bolt \n2nd level (3 slots): darkness, detect thoughts, shatter \n3rd level (3 slots): dispel magic, lightning bolt, sending \n4th level (3 slots): dimension door, Evard's black tentacles \n5th level (3 slots): geas, scrying \n6th level (1 slot): chain lightning ", :name "Spellcasting"} {:description "The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of the morkoth's turns, and the morkoth can't use its tentacles on another target. ", :name "Tentacles", :type :action} {:description "The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for l minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours. ", :name "Hypnosis", :type :action} {:description "If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. ", :name "Reaction: Spell Reflection"}]}, :frost-giant-everlasting-one {:key :frost-giant-everlasting-one, :int 9, :speed "40 ft. ", :name "Frost Giant Everlasting One", :alignment "chaotic evil", :cha 12, :hit-points {:die 12, :die-count 14, :modifier 98}, :type :giant, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:athletics 11, :perception 4}, :str 25, :saving-throws {:con 11, :str 11, :wis 4}, :challenge 12, :con 24, :dex 9, :wis 10, :props {:damage-immunity {:cold true}, :language {:giant true}}, :traits [{:description "The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. ", :name "Extra Heads"} {:description "The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with O hit points and doesn't regenerate. ", :name "Regeneration"} {:description "As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits: \n• The giant has advantage on Strength checks and Strength saving throws \n• When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll. \n• The giant has resistance to bludgeoning, piercing, and slashing damage. ", :name "Vaprak's Rage (Recharges after a Short or Long Rest)"} {:description "The giant makes two attacks with its greataxe. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: + 11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.", :name "Greataxe", :type :action} {:description "Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. ", :name "Rock", :type :action}]}, :archer {:key :archer, :int 11, :speed "30 ft. ", :name "Archer", :alignment "any alignment", :cha 10, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:acrobatics 6, :perception 5}, :str 11, :challenge 3, :con 16, :dex 18, :wis 13, :props {:language {:any-one-language-usually-common- true}}, :traits [{:description "As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow. ", :name "Archer's Eye (3/Day)"} {:description "The archer makes two attacks with its longbow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Shortsword", :type :action} {:description "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ", :name "Longbow", :type :action}]}, :sea-spawn {:key :sea-spawn, :int 6, :speed "20 ft., swim 30 ft. ", :name "Sea Spawn", :alignment "neutral evil", :cha 8, :hit-points {:die 8, :die-count 5, :modifier 10}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 11, :str 15, :challenge 1, :con 15, :dex 8, :wis 10, :props {:language {:understands-aquan-and-common-but-cant-speak true}}, :traits [{:description "The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. ", :name "Limited Amphibiousness"} {:description "The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach S ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. ", :name "Unarmed Strike", :type :action} {:description "The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy: \nBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. \nPoison Quills. Melee Weapon Attack: +5 to hit, reach S ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \nTentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target. ", :name "Piscine Anatomy", :type :action}]}, :mind-flayer-psion {:key :mind-flayer-psion, :int 19, :speed "30ft", :name "Mind Flayer Psion", :alignment "lawful evil", :cha 17, :hit-points {:die 8, :die-count 13, :modifier 31}, :type :aberration, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:arcana 7, :deception 6, :insight 6, :perception 6, :persuasion 6, :stealth 4}, :str 11, :saving-throws {:cha 6, :int 7, :wis 6}, :challenge 8, :con 12, :dex 12, :wis 17, :props {:language {:deep-speech true, :telepathy-120ft- true, :undercommon true}}, :traits [{:description "The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: guidance, mage hand, vicious mockery, true strike, detect thoughts, levitate \n1/day each: dominate monster, plane shift (self only) \n1st level (4 slots): charm person, command, comprehend languages, sanctuary \n2nd level (3 slots): crown of madness, phantasmal force, see invisibility \n3rd level (3 slots): clairvoyance, fear, meld into stone \n4th level (3 slots): confusion, stone shape \n5th level (2 slots): scrying, telekinesis ", :name "Innate Spellcasting (Psionics)"} {:description "The mind flayer has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. ", :name "Tentacles", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. ", :name "Extract Brain", :type :action} {:description "The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its t_urns, ending the effect on itself on a success.", :name "Mind Blast (Recharge 5-6)", :type :action}]}, :illusionist {:key :illusionist, :int 16, :speed "30 ft. ", :name "Illusionist", :alignment "any alignment", :cha 12, :hit-points {:die 8, :die-count 7, :modifier 7}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 5, :history 5}, :str 9, :saving-throws {:int 5, :wis 2}, :challenge 3, :con 13, :dex 14, :wis 11, :props {:language {:any-four-languages- true}}, :traits [{:description "The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared: \nCantrips (at will): dancing lights, mage hand, minor illusion, poison spray \n1st level (4 slots): color spray,* disguise self*, mage armor, magic missile \n2nd level (3 slots): invisibility,* mirror image,* phantasmal force* \n3rd level (3 slots): major image,* phantom steed* \n4th level (1 slot): phantasmal killer* \n*Illusion spell of 1st level or higher ", :name "Spellcasting"} {:description "As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0. ", :name "Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher)"} {:description "Melee Weapon Attack: + 1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8 -1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action}]}, :giant-strider {:key :giant-strider, :int 4, :speed "50 ft. ", :name "Giant Strider", :alignment "neutral evil", :cha 6, :hit-points {:die 10, :die-count 3, :modifier 6}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 14, :str 18, :challenge 1, :con 14, :dex 13, :wis 12, :props {:damage-immunity {:fire true}}, :traits [{:description "Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt. ", :name "Fire Absorption"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", :name "Bite", :type :action} {:description "The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried. ", :name "Fire Burst (Recharge 5-6)", :type :action}]}, :choldrith {:key :choldrith, :int 11, :speed "30 ft., climb 30 ft. ", :name "Choldrith", :alignment "chaotic evil", :cha 10, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:athletics 5, :religion 2, :stealth 5}, :str 12, :challenge 3, :con 12, :dex 16, :wis 14, :props {:language {:undercommon true}}, :traits [{:description "The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep. ", :name "Fey Ancestry"} {:description "The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared: \nCantrips (at will): guidance, mending, resistance, thaumaturgy \n1st level (4 slots): bane, healing word, sanctuary, shield of faith \n2nd level (3 slots): hold person, spiritual weapon (dagger) ", :name "Spellcasting"} {:description "The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web. ", :name "Web Sense"} {:description "The choldrith ignores movement restrictions caused by webbing. ", :name "Web Walker"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage. ", :name "Dagger", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). ", :name "Web (Recharge 5-6)", :type :action}]}, :maw-demon {:key :maw-demon, :int 5, :speed "30 ft.", :name "Maw Demon", :alignment "chaotic evil", :cha 5, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :fiend, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 13, :str 14, :challenge 1, :con 13, :dex 8, :wis 8, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:understands-abyssal-but-cant-speak true}}, :traits [{:description "When it reduces a creature to O hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack. ", :name "Rampage"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. ", :name "Bite", :type :action}]}, :swarm-of-rot-grubs {:key :swarm-of-rot-grubs, :int 1, :speed "5 ft., climb 5 ft. ", :name "Swarm of Rot Grubs", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 5}, :type :beast, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 8, :str 2, :challenge 0.5, :con 10, :dex 7, :wis 2, :props {:condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :prone true, :restrained true}, :damage-resistance {:piercing true, :slashing true}}, :traits [{:description "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points. ", :name "Swarm"} {:description "Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm's space. Hit: The target is infested by 1d4 rot grubs. At the start of each of the target's turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target. ", :name "Bites", :type :action}]}, :thorny {:key :thorny, :int 2, :speed "30 ft. ", :name "Thorny", :alignment "neutral", :cha 6, :hit-points {:die 8, :die-count 5, :modifier 5}, :type :plant, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 4, :stealth 3}, :str 13, :challenge 1, :con 13, :dex 12, :wis 10, :props {:damage-resistance {:lightning true, :piercing true}}, :traits [{:description "The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. ", :name "Plant Camouflage"} {:description "The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "At the start of its turn, the thorny deals 2 (1d4) piercing damage to any creature grappling it. ", :name "Thorny Body"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage. ", :name "Bite", :type :action}]}, :yuan-ti-anathema {:key :yuan-ti-anathema, :int 19, :speed "40 ft., climb 30 ft., swim 30 ft. ", :name "Yuan-ti Anathema", :alignment "neutral evil", :cha 20, :hit-points {:die 12, :die-count 18, :modifier 72}, :type :monstrosity, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:perception 7, :stealth 5}, :str 23, :challenge 12, :con 19, :dex 13, :wis 17, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:acid true, :fire true, :lightning true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The anathema's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day each: darkness, entangle, fear, haste, suggestion, polymorph \n1/day: divine word ", :name "Innate Spellcasting (Anathema Form Only)"} {:description "The anathema has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours. ", :name "Ophidiophobia Aura"} {:description "The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. ", :name "Shapechanger"} {:description "The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. ", :name "Six Heads"} {:description "The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack.", :name "Multiattack (Anathema Form Only)", :type :action} {:description "Melee Weapon Attack: + 10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ", :name "Claw (Anathema Form Only)", :type :action} {:description "Melee Weapon Attack:+ 10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can't constrict another target. ", :name "Constrict", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6) poison damage. ", :name "Flurry of Bites", :type :action}]}, :barghest {:key :barghest, :int 13, :speed "60 ft. (30 ft. in goblin form) ", :name "Barghest", :alignment "neutral evil", :cha 14, :hit-points {:die 10, :die-count 12, :modifier 24}, :type :fiend, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:deception 4, :intimidation 4, :perception 5, :stealth 4}, :str 19, :challenge 4, :con 14, :dex 15, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :common true, :gnomish false, :goblin true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies. ", :name "Shapechanger"} {:description "When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest. ", :name "Fire Banishment"} {:description "The barghest has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The barghest's innate spellcasting ability is Charisma (spell save DC 12). The barghest can innately cast the following spells, requiring no material components: \nAt will: levitate, minor illusion, pass without trace \n1/day each: charm person, dimension door, suggestion ", :name "Innate Spellcasting"} {:description "Melee Weapon Attack (true form only): +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. ", :name "Claws", :type :action}]}, :diviner {:key :diviner, :int 18, :speed "30 ft. ", :name "Diviner", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 15}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 7, :history 7}, :str 9, :saving-throws {:int 7, :wis 4}, :con 11, :dex 14, :wis 12, :props {:language {:any-four-languages- true}}, :traits [{:description "The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared: \nCantrips (at will): fire bolt, light, mage hand, message, true strike \n1st level (4 slots): detect magic,* feather fall, mage armor \n2nd level (3 slots): detect thoughts,* locate object,* scorching ray \n3rd level (3 slots): clairvoyance,* fly, fireball \n4th level (3 slots): arcane eye,* ice storm, stoneskin \n5th level (2 slots): Rary's telepathic bond,* scrying* \n6th level (1 slot): mass suggestion, true seeing* \n7th level (1 slot): delayed blast fireball, teleport \n8th level (1 slot): maze \n*Divination spell of 1st level or higher ", :name "Spellcasting"} {:description "When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check. ", :name "Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher)"} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8 -1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action}]}, :gauth {:key :gauth, :int 15, :speed "0ft., fly 20 ft. (hover) ", :name "Gauth", :alignment "lawful evil", :cha 13, :hit-points {:die 8, :die-count 9, :modifier 27}, :type :aberration, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 4}, :str 10, :saving-throws {:cha 4, :int 5, :wis 5}, :challenge 6, :con 16, :dex 14, :condition-immunities "prone", :wis 15, :languages "deep speech, undercommon", :props {:condition-immunity {:prone true}, :language {:deep-speech true, :undercommon true}}, :traits [{:description "When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.", :name "Stunning Gaze"} {:description "When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one. ", :name "Death Throes"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage. ", :name "Bite", :type :action} {:description "The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: ", :name "Eye Rays", :type :action} {:description "The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. ", :name "1. Devour Magic Ray", :type :action} {:description "The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. ", :name "2. Enervation Ray", :type :action} {:description "The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn. ", :name "3. Pushing Ray", :type :action} {:description "The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage. ", :name "4. Fire Ray", :type :action} {:description "The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "5. Paralyzing Ray", :type :action} {:description "The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. ", :name "6. Sleep Ray", :type :action}]}, :guard-drake {:key :guard-drake, :int 4, :speed "30 ft. ", :name "Guard Drake", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :dragon, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 16, :challenge 2, :con 16, :dex 11, :wis 10, :props {:language {:understands-draconic-but-cant-speak true}}, :traits [{:description "The guard drake makes two attacks: one with its bite and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ", :name "Tail", :type :action}]}, :darkling-elder {:key :darkling-elder, :int 10, :speed "30 ft. ", :name "Darkling Elder", :alignment "chaotic neutral", :cha 13, :hit-points {:die 8, :die-count 5, :modifier 5}, :type :fey, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:acrobatics 5, :deception 3, :perception 6, :stealth 7}, :str 13, :challenge 2, :con 12, :dex 17, :wis 14, :props {:language {:elvish true, :sylvan true}}, :traits [{:description "When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded. ", :name "Death Burn"} {:description "The darkling elder makes two melee attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals an extra 10 (3d6) piercing damage. ", :name "Shortsword", :type :action} {:description "The darkling elder casts darkness without any components. Wisdom is its spellcasting ability. ", :name "Darkness (Recharges after a Short or Long Rest)", :type :action}]}, :orc-nurtured-one-of-yurtrus {:key :orc-nurtured-one-of-yurtrus, :int 7, :speed "30 ft. ", :name "Orc Nurtured One of Yurtrus", :alignment "chaotic evil", :cha 7, :hit-points {:die 8, :die-count 4, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 9, :str 15, :challenge 0.5, :con 16, :dex 8, :wis 11, :props {:language {:common true, :orc true}}, :traits [{:description "As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.", :name "Aggressive"} {:description "When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can't regain hit points. ", :name "Corrupted Carrier"} {:description "The orc has advantage on saving throws against poison and disease. ", :name "Nurtured One of Yurtrus"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage.", :name "Claws", :type :action} {:description "The orc reduces itself to O hit points, triggering its Corrupted Carrier trait. ", :name "Corrupted Vengeance", :type :action}]}, :rothe {:key :rothe, :int 2, :speed "30 ft. ", :name "Rothe", :alignment "unaligned", :cha 4, :hit-points {:die 10, :die-count 2, :modifier 4}, :type :beast, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 18, :challenge 0.25, :con 14, :dex 10, :wis 10, :traits [{:description "If the rothe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. ", :name "Charge"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Gore", :type :action}]}, :gazer-familiar-variant- {:key :gazer-familiar-variant-, :int 3, :speed "0ft, fly 30 ft. (hover) ", :name "Gazer (Familiar Variant)", :alignment "neutral evil", :cha 7, :hit-points {:die 4, :die-count 3, :modifier 6}, :type :aberration, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 4, :stealth 5}, :str 3, :saving-throws {:wis 2}, :challenge 0.5, :con 14, :dex 17, :wis 10, :props {:condition-immunity {:prone true}}, :traits [{:description "The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond. ", :name "Familiar"} {:description "As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ", :name "Mimicry"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. ", :name "Bite", :type :action} {:description "The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: \n1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. \n2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. \n3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. \n4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container. ", :name "Eye Rays", :type :action}]}, :cranium-rat {:key :cranium-rat, :int 4, :speed "30 ft. ", :name "Cranium Rat", :alignment "lawful evil", :cha 8, :hit-points {:die 4, :die-count 1}, :type :beast, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 12, :str 2, :con 10, :dex 14, :wis 11, :props {:language {:telepathy-30-ft- true}}, :traits [{:description "As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light. ", :name "Illumination"} {:description "The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.", :name "Telepathic Shroud"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. ", :name "Bite", :type :action}]}, :neogi-master {:key :neogi-master, :int 16, :speed "30 ft., climb 30 ft.", :name "Neogi Master", :alignment "lawful evil", :cha 18, :hit-points {:die 6, :die-count 13, :modifier 26}, :type :aberration, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:arcana 5, :deception 6, :intimidation 6, :perception 3, :persuasion 6}, :str 6, :saving-throws {:wis 3}, :challenge 4, :con 14, :dex 16, :wis 12, :props {:language {:common true, :deep-speech true, :telepathy-30-ft- true, :undercommon true}}, :traits [{:description "The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep. ", :name "Mental Fortitude"} {:description "The neogi is a 7th-level spellcaster. Its spellcast-ing ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery \n1st-4th level (2 4th-level slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant ", :name "Spellcasting"} {:description "The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "The neogi makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. ", :name "Claws", :type :action} {:description "The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. ", :name "Enslave (Recharges after a Short or Long Rest)", :type :action}]}, :neogi-hatchling {:key :neogi-hatchling, :int 6, :speed "20 ft., climb 20 ft. ", :name "Neogi Hatchling", :alignment "lawful evil", :cha 9, :hit-points {:die 4, :die-count 3}, :type :aberration, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 11, :str 3, :challenge 0.125, :con 10, :dex 13, :wis 10, :traits [{:description "The hatchling has advantage on saving throws against being charmed or frightened, and magic can't put the hatchling to sleep. ", :name "Mental Fortitude"} {:description "The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Bite", :type :action}]}, :darkling {:key :darkling, :int 10, :speed "30 ft.", :name "Darkling", :alignment "chaotic neutral", :cha 10, :hit-points {:die 6, :die-count 3, :modifier 3}, :type :fey, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:acrobatics 5, :deception 2, :perception 5, :stealth 7}, :str 9, :challenge 0.5, :con 12, :dex 16, :wis 12, :props {:language {:elvish true, :sylvan true}}, :traits [{:description "When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn. ", :name "Death Flash"} {:description "While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Light Sensitivity"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage. ", :name "Dagger", :type :action}]}, :yuan-ti-nightmare-speaker {:key :yuan-ti-nightmare-speaker, :int 14, :speed "30 ft. ", :name "Yuan-ti Nightmare Speaker", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 13, :modifier 13}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:deception 5, :stealth 4}, :str 16, :saving-throws {:cha 5, :wis 3}, :challenge 4, :con 13, :dex 14, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form. ", :name "Shapechanger"} {:description "The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target. ", :name "Death Fangs (2/Day)"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion ", :name "Innate Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation \n1st-3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt ", :name "Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti makes one con-strict attack and one scimitar attack. ", :name "Multiattack (Yuan-ti Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. ", :name "Constrict", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ", :name "Scimitar (Yuan-ti Form Only)", :type :action} {:description "The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2dl0) psychic damage on a failure. ", :name "Invoke Nightmare (Recharges after a Short or Long Rest)", :type :action}]}, :annis-hag-coven-variant- {:key :annis-hag-coven-variant-, :int 13, :speed "40 ft. ", :name "Annis Hag (Coven Variant)", :alignment "chaotic evil", :cha 15, :hit-points {:die 10, :die-count 10, :modifier 20}, :type :fey, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:deception 5, :perception 5}, :str 21, :saving-throws {:con 5}, :challenge 8, :con 14, :dex 12, :wis 14, :props {:damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :giant true, :sylvan true}}, :traits [{:description "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: \n1st level (4 slots): identify, ray of sickness \n2nd level (3 slots): hold person, locate object \n3rd level (3 slots): bestow curse, counterspell, lightning bolt \n4th level (3 slots): phantasmal killer, polymorph \n5th level (2 slots): contact other plane, scrying \n6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 +the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. ", :name "Shared Spellcasting"} {:description "The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells: \n3/day each: disguise self (including the form of a Medium humanoid), fog cloud ", :name "Innate Spellcasting"} {:description "The annis makes three attacks: one with her bite and two with her claws. ", :name "Multiattack", :type :action} {:description "Mefee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. ", :name "Bite", :type :action} {:description "Mefee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way. ", :name "Crushing Hug", :type :action}]}, :devourer {:key :devourer, :int 13, :speed "30 ft.", :name "Devourer", :alignment "chaotic evil", :cha 16, :hit-points {:die 10, :die-count 17, :modifier 85}, :type :fiend, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 16, :str 20, :challenge 13, :con 20, :dex 12, :wis 10, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: + 10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage. ", :name "Claw", :type :action} {:description "The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. I fit had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time. ", :name "Imprison Soul", :type :action} {:description "The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with O hit points in that area.", :name "Soul Rend (Recharge 6)", :type :action}]}, :yuan-ti-broodguard {:key :yuan-ti-broodguard, :int 6, :speed "30 ft. ", :name "Yuan-ti Broodguard", :alignment "neutral evil", :cha 4, :hit-points {:die 8, :die-count 7, :modifier 14}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 15, :saving-throws {:dex 4, :str 4, :wis 2}, :challenge 2, :con 14, :dex 14, :wis 11, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The broodguard has advantage on saving throws against being charmed, and magic can't paralyze it.", :name "Mental Resistance"} {:description "At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. ", :name "Reckless"} {:description "The broodguard makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ", :name "Claws", :type :action}]}, :martial-arts-adept {:key :martial-arts-adept, :int 11, :speed "40 ft. ", :name "Martial Arts Adept", :alignment "any alignment", :cha 10, :hit-points {:die 8, :die-count 11, :modifier 11}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:acrobatics 5, :insight 5, :stealth 5}, :str 11, :challenge 3, :con 13, :dex 17, :wis 16, :props {:language {:any-one-language-usually-common- true}}, :traits [{:description "While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ", :name "Unarmored Defense"} {:description "The adept makes three unarmed strikes or three dart attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects: \n• The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice). \n• The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. \n• The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn. ", :name "Unarmed Strike", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ", :name "Dart", :type :action} {:description "In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1ld10+3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free. ", :name "Reaction: Deflect Missile"}]}, :red-guard-drake {:key :red-guard-drake, :int 4, :speed "30 ft., climb 30 ft.", :name "Red Guard Drake", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :dragon, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 16, :challenge 2, :con 16, :dex 11, :wis 10, :props {:damage-resistance {:fire true}, :language {:understands-draconic-but-cant-speak true}}, :traits [{:description "The guard drake makes two attacks: one with its bite and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", :name "Tail", :type :action}]}, :cow {:key :cow, :int 2, :speed "30 ft. ", :name "Cow", :alignment "unaligned", :cha 4, :hit-points {:die 10, :die-count 2, :modifier 4}, :type :beast, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 18, :challenge 0.25, :con 14, :dex 10, :wis 10, :traits [{:description "If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.", :name "Charge"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Gore", :type :action}]}, :blue-guard-drake {:key :blue-guard-drake, :int 4, :speed "30 ft., burrow 20 ft.", :name "Blue Guard Drake", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :dragon, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 16, :challenge 2, :con 16, :dex 11, :wis 10, :props {:damage-resistance {:lightning true}, :language {:understands-draconic-but-cant-speak true}}, :traits [{:description "The guard drake makes two attacks: one with its bite and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ", :name "Tail", :type :action}]}, :hobgoblin-iron-shadow {:key :hobgoblin-iron-shadow, :int 14, :speed "40 ft.", :name "Hobgoblin Iron Shadow", :alignment "lawful evil", :cha 11, :hit-points {:die 8, :die-count 5, :modifier 10}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:acrobatics 5, :athletics 4, :stealth 5}, :str 14, :challenge 2, :con 15, :dex 16, :wis 15, :props {:language {:common true, :goblin true}}, :traits [{:description "The hobgoblin is a 2nd-level spellcaster. Its spell-casting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): minor illusion, prestidigitation, true strike \n1st level (3 slots): charm person, disguise self, expeditious retreat, silent image ", :name "Spellcasting"} {:description "While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ", :name "Unarmored Defense"} {:description "The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. ", :name "Unarmed Strike", :type :action} {:description "Ranged Weapon Attack. +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", :name "Dart", :type :action} {:description "The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and i!s destination must be in dim light or darkness. ", :name "Shadow Jaunt", :type :action}]}, :storm-giant-quintessant {:legendary-actions {:description "The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. "}, :key :storm-giant-quintessant, :int 17, :speed "50 ft., fly 50 ft. (hover), swim 50 ft. ", :name "Storm Giant Quintessant", :alignment "chaotic good", :cha 19, :hit-points {:die 12, :die-count 20, :modifier 100}, :type :giant, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 8, :history 8, :perception 10}, :str 29, :saving-throws {:cha 9, :con 10, :str 14, :wis 10}, :challenge 16, :con 20, :dex 14, :wis 20, :props {:damage-immunity {:lightning true, :thunder true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :giant true}}, :traits [{:description "The giant can breathe air and water. ", :name "Amphibious"} {:description "The giant makes two Lightning Sword attacks or uses Wind Javelin twice. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning damage. ", :name "Lightning Sword", :type :action} {:description "The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 9) piercing damage to the target, striking unerringly. The javelin disappears after it hits. ", :name "Wind Javelin", :type :action} {:description "The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses. ", :name "Gust", :type :legendary-action} {:description "The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one. ", :name "Thunderbolt (2 Actions)", :type :legendary-action} {:description "The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted by attacks, spells, or other effects. The giant can't use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm. ", :name "One with the Storm (3 Actions)", :type :legendary-action}]}, :yuan-ti-mind-whisperer {:key :yuan-ti-mind-whisperer, :int 14, :speed "30 ft. ", :name "Yuan-ti Mind Whisperer", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 13, :modifier 13}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:deception 5, :stealth 4}, :str 16, :saving-throws {:cha 5, :wis 4}, :challenge 4, :con 13, :dex 14, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form. ", :name "Shapechanger"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion ", :name "Innate Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target. ", :name "Mind Fangs (2/Day)"} {:description "The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll),friends, message, minor illusion, poison spray, prestidigitation \n1st-3rd level (2 3rd-level slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script ", :name "Spellcasting (Yuan-ti Form Only)"} {:description "When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points.", :name "Sseth's Blessing"} {:description "The yuan-ti makes one bite attack and one scimitar attack. ", :name "Multiattack (Yuan-ti Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage. ", :name "Scimitar (Yuan-ti Form Only)", :type :action}]}, :quetzalcoatlus {:key :quetzalcoatlus, :int 2, :speed "10ft., fly 80 ft. ", :name "Quetzalcoatlus", :alignment "unaligned", :cha 5, :hit-points {:die 12, :die-count 4, :modifier 4}, :type :beast, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 2}, :str 15, :challenge 2, :con 13, :dex 13, :wis 10, :traits [{:description "If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target. ", :name "Dive Attack"} {:description "The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach. ", :name "Flyby"} {:description "Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage. ", :name "Bite", :type :action}]}, :blackguard {:key :blackguard, :int 11, :speed "30 ft.", :name "Blackguard", :alignment "any non-good alignment", :cha 15, :hit-points {:die 8, :die-count 18, :modifier 72}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:athletics 7, :deception 5, :intimidation 5}, :str 18, :saving-throws {:cha 5, :wis 5}, :challenge 8, :con 18, :dex 11, :wis 14, :props {:language {:any-one-language-usually-common- true}}, :traits [{:description "The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared: \n1st level (4 slots): command, protection from evil and good, thunderous smite \n2nd level (3 slots): branding smite,find steed \n3rd level (2 slots): blinding smite, dispel magic ", :name "Spellcasting"} {:description "The blackguard makes three attacks with its glaive or its shortbow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. ", :name "Glaive", :type :action} {:description "Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ", :name "Shortbow", :type :action} {:description "The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success. ", :name "Dreadful Aspect (Recharges after a Short or Long Rest)", :type :action}]}, :grung-elite-warrior {:key :grung-elite-warrior, :int 10, :speed "25 ft., climb 25 ft. ", :name "Grung Elite Warrior", :alignment "lawful evil", :cha 12, :hit-points {:die 6, :die-count 9, :modifier 18}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:athletics 2, :perception 2, :stealth 5, :survival 2}, :str 7, :saving-throws {:dex 5}, :challenge 2, :con 15, :dex 16, :wis 11, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:grung true}}, :traits [{:description "The grung can breathe air and water. ", :name "Amphibious"} {:description "Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Poisonous Skin"} {:description "The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. ", :name "Standing Leap"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.", :name "Dagger", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.", :name "Shortbow", :type :action} {:description "The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn. ", :name "Mesmerizing Chirr (Recharge 6)", :type :action}]}, :spawn-of-kyuss {:key :spawn-of-kyuss, :int 5, :speed "30ft", :name "Spawn of Kyuss", :alignment "chaotic evil", :cha 3, :hit-points {:die 8, :die-count 9, :modifier 36}, :type :undead, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 16, :saving-throws {:wis 1}, :challenge 5, :con 18, :dex 11, :wis 7, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:understands-all-languages-it-knew-in-life-but-cant-speak- true}}, :traits [{:description "The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action. ", :name "Worms", :type :Other} {:description "The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm. ", :name "Multiattack", :type :action} {:description "A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to O hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. ", :name "Burrowing Worm", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage. ", :name "Claw", :type :action}]}, :tanarukk {:key :tanarukk, :int 9, :speed "30 ft.", :name "Tanarukk", :alignment "chaotic evil", :cha 9, :hit-points {:die 8, :die-count 10, :modifier 50}, :type :fiend, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:intimidation 2, :perception 2}, :str 18, :challenge 5, :con 20, :dex 13, :wis 9, :props {:damage-resistance {:fire true, :poison true}, :language {:abyssal true, :common true, :orc true}}, :traits [{:description "As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The tanarukk has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The tanarukk makes two attacks: one with its bite and one with its greatsword. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", :name "Greatsword", :type :action} {:description "In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker. ", :name "Reaction: Unbridled Fury"}]}, :yuan-ti-malison-type-4- {:key :yuan-ti-malison-type-4-, :int 14, :speed "30ft", :name "Yuan-ti Malison (Type 4)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:deception 5, :stealth 4}, :str 16, :challenge 3, :con 13, :dex 14, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti has one of the following types: \nType 4: Human form with one or more serpentine tails \nType 5: Human form covered in scales ", :name "Malison Type"} {:description "The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. ", :name "Shapechanger"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion ", :name "Innate Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The yuan-ti makes two melee attacks or two ranged attacks. ", :name "Multiattack (Yuan-ti Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. ", :name "Bite (Snake Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ", :name "Scimitar (Yuan•ti Form Only)", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ", :name "Longbow (Yuan-ti Form Only)", :type :action}]}, :bheur-hag {:key :bheur-hag, :int 12, :speed "30ft", :name "Bheur Hag", :alignment "chaotic evil", :cha 16, :hit-points {:die 8, :die-count 14, :modifier 28}, :type :fey, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:nature 4, :perception 4, :stealth 6, :survival 4}, :str 13, :saving-throws {:wis 4}, :challenge 7, :con 14, :dex 16, :wis 13, :props {:damage-immunity {:cold true}, :language {:auran true, :common true, :giant true}}, :traits [{:description "The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff. ", :name "Graystaff Magic"} {:description "The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment. ", :name "Ice Walk"} {:description "The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: \nAt will: hold person,* ray of frost \n3/day each: cone of cold,* ice storm,* wall of ice* \n1/day each: control weather", :name "Innate Spellcasting"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage. ", :name "Slam", :type :action} {:description "The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the OM controls the creature's movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Maddening Feast for the next 24 hours. ", :name "Maddening Feast", :type :action}]}, :master-thief {:key :master-thief, :int 11, :speed "30 ft. ", :name "Master Thief", :alignment "any alignment", :cha 12, :hit-points {:die 8, :die-count 13, :modifier 26}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:acrobatics 7, :athletics 3, :perception 3, :sleight-of-hand 7, :stealth 7}, :str 11, :saving-throws {:dex 7, :int 3}, :challenge 5, :con 14, :dex 18, :wis 11, :props {:language {:any-one-language-usually-common- true, :thieves-cant true}}, :traits [{:description "On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action. ", :name "Cunning Action"} {:description "If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ", :name "Evasion"} {:description "The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll.", :name "Sneak Attack (1/Turn)"} {:description "The thief makes three attacks with its shortsword.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Shortsword", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ", :name "Light Crossbow", :type :action} {:description "The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker. ", :name "Reaction: Uncanny Dodge"}]}, :meenlock {:key :meenlock, :int 11, :speed "30 ft. ", :name "Meenlock", :alignment "neutral evil", :cha 8, :hit-points {:die 6, :die-count 7, :modifier 7}, :type :fey, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 4, :stealth 6, :survival 2}, :str 7, :challenge 2, :con 12, :dex 15, :wis 10, :props {:condition-immunity {:frightened true}, :language {:telepathy-120ft- true}}, :traits [{:description "Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn. ", :name "Fear Aura"} {:description "While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Light Sensitivity"} {:description "As a bonus action, the meen-lock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight. ", :name "Shadow Teleport (Recharge 5-6)"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Claws", :type :action}]}, :bard {:key :bard, :int 10, :speed "30 ft. ", :name "Bard", :alignment "any alignment", :cha 14, :hit-points {:die 8, :die-count 8, :modifier 8}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:acrobatics 4, :perception 5, :performance 6}, :str 11, :saving-throws {:dex 4, :wis 3}, :challenge 2, :con 12, :dex 14, :wis 13, :props {:language {:any-two-languages true}}, :traits [{:description "The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: \nCantrips (at will): friends, mage hand, vicious mockery \n1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave \n2nd level (3 slots): invisibility, shatter ", :name "Spellcasting"} {:description "The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well. ", :name "Song of Rest"} {:description "The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn. ", :name "Taunt (2/Day)"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ", :name "Shortsword", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ", :name "Shortbow", :type :action}]}, :korred {:key :korred, :int 10, :speed "30 ft., burrow 30 ft. ", :name "Korred", :alignment "chaotic neutral", :cha 9, :hit-points {:die 6, :die-count 12, :modifier 60}, :type :fey, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:athletics 9, :perception 5, :stealth 5}, :str 23, :challenge 7, :con 20, :dex 14, :wis 15, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:dwarvish true, :gnomish true, :sylvan true, :terran true, :undercommon true}}, :traits [{:description "The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC l 3 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed. ", :name "Command Hair"} {:description "The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components: \nAt will: commune with nature, meld into stone, stone shape \n1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto's irresistible dance ", :name "Innate Spellcasting"} {:description "The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ", :name "Stone Camouflage"} {:description "While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks). ", :name "Stone's Strength"} {:description "The korred makes two attacks with its greatclub or hurls two rocks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach S ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.", :name "Greatclub", :type :action} {:description "Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6) bludgeoning damage if the korred is on the ground. ", :name "Rock", :type :action}]}, :orc-hand-of-yurtrus {:key :orc-hand-of-yurtrus, :int 11, :speed "30 ft. ", :name "Orc Hand of Yurtrus", :alignment "chaotic evil", :cha 9, :hit-points {:die 8, :die-count 4, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 2, :intimidation 1, :medicine 4, :religion 2}, :str 12, :challenge 2, :con 16, :dex 11, :wis 14, :props {:language {:understands-common-and-orc-but-cant-speak- true}}, :traits [{:description "As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared: \nCantrips (at-will): guidance, mending, resistance, thaumaturgy \n1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good \n2nd level (3 slots): blindness/deafness, silence ", :name "Spellcasting"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.", :name "Touch of the White Hand", :type :action}]}, :cloud-giant-smiling-one {:key :cloud-giant-smiling-one, :int 15, :speed "40 ft. ", :name "Cloud Giant Smiling One", :alignment "chaotic neutral", :cha 17, :hit-points {:die 12, :die-count 21, :modifier 126}, :type :giant, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:deception 11, :insight 7, :perception 7, :sleight-of-hand 9}, :str 26, :saving-throws {:cha 7, :con 10, :int 6}, :challenge 11, :con 22, :dex 12, :wis 16, :props {:language {:common true, :giant true}}, :traits [{:description "The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, fog cloud, light \n3/day each:feather fall, fly, misty step, telekinesis \n1/day each: control weather, gaseous form ", :name "Innate Spellcasting"} {:description "The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared: \nCantrips (at will): minor illusion, prestidigitation, vicious mockery \n1st level (4 slots): cure wounds, disguise self, silent image, Tasha's hideous laughter \n2nd level (3 slots): invisibility, suggestion \n3rd level (2 slots): major image, tongues ", :name "Spellcasting"} {:description "The giant has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The giant makes two attacks with its morningstar. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll. ", :name "Morningstar", :type :action} {:description "Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll. ", :name "Rock", :type :action} {:description "The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies. ", :name "Change Shape", :type :action}]}, :redcap {:key :redcap, :int 10, :speed "25 ft. ", :name "Redcap", :alignment "chaotic evil", :cha 9, :hit-points {:die 6, :die-count 6, :modifier 24}, :type :fey, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:athletics 6, :perception 3}, :str 18, :challenge 3, :con 18, :dex 13, :wis 12, :props {:language {:common true, :sylvan true}}, :traits [{:description "While moving, the redcap has disadvantage on Dexterity (Stealth) checks. ", :name "Iron Boots"} {:description "While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls. ", :name "Outsize Strength"} {:description "The redcap makes three attacks with its wicked sickle. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. ", :name "Wicked Sickle", :type :action} {:description "The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone. ", :name "Ironbound Pursuit", :type :action}]}, :swarm-of-cranium-rats {:key :swarm-of-cranium-rats, :int 15, :speed "30 ft. ", :name "Swarm of Cranium Rats", :alignment "lawful evil", :cha 14, :hit-points {:die 8, :die-count 8}, :type :beast, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :str 9, :challenge 5, :con 10, :dex 14, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :prone true, :restrained true, :stunned true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:telepathy-30-ft- true}}, :traits [{:description "As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5-to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.", :name "Illumination"} {:description "The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components: \nAt will: command, comprehend languages, detect thoughts \n1/day each: confusion, dominate monster ", :name "Innate Spellcasting (Psionics)"} {:description "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. ", :name "Swarm"} {:description "The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.", :name "Telepathic Shroud"} {:description "Melee Weapon Attack: +5 to hit, reach O ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.", :name "Bites", :type :action}]}, :grung-wildling {:key :grung-wildling, :int 10, :speed "25 ft., climb 25 ft. ", :name "Grung Wildling", :alignment "lawful evil", :cha 11, :hit-points {:die 6, :die-count 5, :modifier 10}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:athletics 2, :perception 4, :stealth 5, :survival 4}, :str 7, :saving-throws {:dex 5}, :challenge 1, :con 15, :dex 16, :wis 15, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:grung true}}, :traits [{:description "The grung can breathe air and water. ", :name "Amphibious"} {:description "Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for l minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Poisonous Skin"} {:description "The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells: \n1st level (4 slots): cure wounds, jump \n2nd level (3 slots): barkskin, spike growth \n3rd level (2 slots): plant growth ", :name "Spellcasting"} {:description "The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.", :name "Standing Leap"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. ", :name "Dagger", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. ", :name "Shortbow", :type :action}]}}, :orcpub.dnd.e5/races {:yuan-ti-pureblood {:key :yuan-ti-pureblood, :speed 30, :name "Yuan-Ti Pureblood", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Abyssal" "Common" "Draconic"}, :props {:damage-immunity {:poison true}}, :traits [{:description "You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Innate Spellcasting"} {:description "You have an advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"}]}, :bugbear {:key :bugbear, :speed 30, :name "Bugbear", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :props {:skill-prof {:stealth true}}, :traits [{:description "When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.", :name "Long-Limbed"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift", :name "Powerful Build"} {:description "If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.", :name "Surprise Attack"}]}, :orc {:key :orc, :speed 30, :name "Orc", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/int -2, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Orc"}, :props {:skill-prof {:intimidation true}}, :traits [{:description "As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.", :name "Aggressive"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"}]}, :tabaxi {:key :tabaxi, :speed 30, :name "Tabaxi", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :profs {:language-options {:choose 1, :options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}}}, :languages #{"Common"}, :props {:skill-prof {:perception true, :stealth true}}, :traits [{:description "Common and a language of the players choice", :name "Languages"} {:description "Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns", :name "Feline Agility"} {:description "Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike", :name "Cat's Claws"}]}, :kenku {:key :kenku, :speed 30, :name "Kenku", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :profs {:skill-options {:choose 2, :options {:acrobatics true, :deception true, :sleight-of-hand true, :stealth true}}}, :languages #{"Auran" "Common"}, :traits [{:description "You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.", :name "Expert Forgery"} {:description "You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.", :name "Mimicry"}]}, :kobold {:key :kobold, :speed 30, :name "Kobold", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str -2}, :size :small, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Draconic"}, :traits [{:description "As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Grovel, Cower, and Beg"} {:description "You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated", :name "Pack Tactics"} {:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight", :name "Sunlight Sensitivity"}]}, :hobgoblin {:key :hobgoblin, :speed 30, :name "Hobgoblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :props {:armor-prof {:light true}}, :traits [{:description "You are proficient with two martial weapons of your choice and with light armor", :name "Martial Training"} {:description "Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Saving Face"}]}, :triton {:key :triton, :speed 30, :name "Triton", :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Primordial"}, :props {:damage-resistance {:cold true}, :swimming-speed 30}, :traits [{:description "You can breathe air and water", :name "Amphibious"} {:description "A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells", :name "Control Air and Water"} {:description "Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.", :name "Emissary of the Sea"} {:description "Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment", :name "Guardians of the Depths"}]}, :firbolg {:abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 2}, :key :firbolg, :languages #{"Common" "Elvish" "Giant"}, :name "Firbolg", :option-pack "Volo's Guide to Monsters", :size :medium, :speed 30, :traits [{:description "Once per short or long rest you can cast both the Detect Magic and Disguise Self spells using Wisdom as your spellcasting ability. This version of Disguise Self lets you appear up to 3 feet shorter, thus allowing you to blend in with humans and elves.", :name "Firbolg Magic"} {:description "Once per short or long rest, you can magically turn Invisible until the start of your next turn as a bonus action. The ability ends early if you attack, deal any damage, or force anyone to make a saving throw.", :name "Hidden Step"} {:description "When determining your carry, push, drag, or lift capacity, you count as one size larger.", :name "Powerful Build"} {:description "You can communicate with beasts and plants. You also have advantage on Charisma checks to influence them. These creatures can understand the meaning of your words, even though you cannot understand them in return.", :name "Speech of Beast and Leaf"}]}, :goblin {:key :goblin, :speed 30, :name "Goblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :traits [{:description "When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you finish this trait, you can't use it again until you finish a short or long rest.", :name "Fury of the Small"} {:description "You can take the Disengage or Hide action as a bonus action on each of your turns", :name "Nimble Escape"}]}, :lizardfolk {:key :lizardfolk, :speed 30, :name "Lizardfolk", :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Draconic"}, :props {:lizardfolk-ac true, :swimming-speed 30}, :traits [{:description "Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", :name "Bite Attack"} {:description "You can hold your breath for 15 minutes.", :name "Hold Breath"} {:description "You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.", :name "Hunter's Lore"} {:description "In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.", :name "Hungry Jaws"}]}, :aasimar {:key :aasimar, :speed 30, :name "Aasimar", :darkvision 60, :spells [{:value {:ability :cha, :key :light}}], :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Volos Guide to Monsters (arandomstringofnum#2919)", :languages #{"Celestial" "Common"}, :traits [{:description "You know the light cantrip. Charisma is your spellcasting ability for it.", :name "Light Bearer"} {:description "As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.", :name "Healing Hands"}]}}, :orcpub.dnd.e5/subraces {:fallen-aasimar {:abilities {:orcpub.dnd.e5.character/str 1}, :key :fallen-aasimar, :name "Fallen Aasimar", :option-pack "Volo's Guide to Monsters", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar, :traits [{:description "Starting at 3rd level, you can unleash your divine energy as an action, causing your eyes to turn into pools of darkness and two skeletal, ghost-like, flightless wings sprout from your back. The instant you transform, all other creatures within 10 feet that can see you become frightened until the end of your next turn if they fail a Charisma saving throw (DC 8 + your prof bonus + Charisma modifier). The transformation lasts for 1 min, and once on each of your turns you can deal extra necrotic damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Necrotic Shroud with a bonus action, and cannot use it again until you take a long rest.", :name "Necrotic Shroud"}]}, :protector-aasmiar {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :protector-aasmiar, :name "Protector Aasmiar", :option-pack "Volo's Guide to Monsters", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar, :traits [{:description "Starting at 3rd level, you can unleash the divine energy as an action. When you do so, your eyes glimmer and two luminous, ghost-like wings emerge from your back and you gain a flying speed of 30 feet. The transformation lasts for 1 min, and once on each of your turns you can deal extra radiant damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Radiant Soul with a bonus action, and cannot use it again until you take a long rest.", :name "Radiant Soul"}]}, :scourge-aasimar {:abilities {:orcpub.dnd.e5.character/con 1}, :key :scourge-aasimar, :name "Scourge Aasimar", :option-pack "Volo's Guide to Monsters", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar, :traits [{:description "Starting at 3rd level, you can unleash your divine energy as an action. When you do so, searing light pours out your eyes and mouth for 1 min. During this time, you shed bright light for 10 feet, dim light for another 10 feet. At the end of each your turns, you and all creatures within 10 feet take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to a single creature equal to your level. You can cancel Radiant Consumption as a bonus action and must finish a long rest before you can use this ability again.", :name "Radiant Consumption"}]}}}, "Sword Coast Adventurer's Guide (110818)" {:orcpub.dnd.e5/backgrounds {:far-traveller {:equipment {:clothes-traveler-s 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :key :far-traveller, :name "Far Traveller", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:insight true, :perception true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:description "Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.\nYou can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.", :name "All Eyes on You", :summary "Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. "}], :treasure {:gp 15}}, :waterdhavian-noble {:equipment {:clothes-fine 1, :signet-ring 1}, :key :waterdhavian-noble, :name "Waterdhavian Noble", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :persuasion true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:description "While you are in Waterdeep or elsewhere in the North your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.\nThis advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income - the benefit is a line of credit, not an actual monetary reward.", :name "Kept in Style", :summary "While you are in Waterdeep or elsewhere in the North your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. \n\nChoose a Musical Instrument OR a Gaming Set proficiency."}], :treasure {:gp 20}}, :investigator {:equipment {:manacles 1}, :key :investigator, :name "Investigator", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:insight true, :investigation true}}, :traits [{:description "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.", :name "Watcher's Eye", :summary "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. "}], :treasure {:gp 10}}, :mercenary-veteran {:key :mercenary-veteran, :name "Mercenary Veteran", :option-pack "Sword Coast Adventurer's Guide", :profs {:skill {:athletics true, :persuasion true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :traits [{:description "You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook).", :name "Mercenary Life", :summary "You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook). "}], :treasure {:gp 10}}, :clan-crafter {:equipment {:clothes-traveler-s 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :clan-crafter, :name "Clan Crafter", :option-pack "Sword Coast Adventurer's Guide", :profs {:skill {:history true, :insight true}, :tool-options {:artisans-tool 1}}, :traits [{:description "As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.", :name "Respect of the Stout Folk", :summary "As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance. "} {:description "You are proficient in Dwarvish or one other language of your choice if you already speak Dwarvish. Enter this manually.", :name "Languages"}], :treasure {:gp 15}}, :knight-of-the-order {:equipment {:clothes-traveler-s 1}, :key :knight-of-the-order, :name "Knight of the Order", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:description "You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community - whether a lone settlement or a great nation - that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.\nThis help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.", :name "Knightly Regard", :summary "You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community- whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.\n\nAlso, pick one proficiency from Arcana, History, Nature, and Religion, as appropriate for your order."} {:description "Choose one from among Arcana, History, Nature, and Religion, as appropriate for your order. Enter this manually.", :name "Skill Proficiencies"}], :treasure {:gp 10}}, :urban-bounty-hunter {:key :urban-bounty-hunter, :name "Urban Bounty Hunter", :option-pack "Sword Coast Adventurer's Guide", :profs {:tool {}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:description "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.", :name "Ear to the Ground", :summary "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. \n\nAlso, pick any two proficiencies from Deception, Insight, Persuasion, and Stealth"} {:description "Choose two from among Deception, Insight, Persuasion, and Stealth. Enter this manually.", :name "Skill Proficiences"} {:description "You can choose to be proficient with thieves tools instead of one gaming set or one musical instrument. Enter this manually.", :name "Tool Proficiencies"}], :treasure {:gp 20}}, :cloistered-scholar {:equipment {:ink 1, :ink-pen 1, :knife-small 1, :parchment 1}, :key :cloistered-scholar, :name "Cloistered Scholar", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:history true}}, :traits [{:description "Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.\nYou have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.\nAdditionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.", :name "Library Access", :summary "Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar."} {:description "Choose one from among Arcana, Nature, and Religion. Enter this manually.", :name "Skill Proficiencies"}], :treasure {:gp 10}}, :city-watch {:equipment {:manacles 1}, :key :city-watch, :name "City Watch", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:athletics true, :insight true}}, :traits [{:description "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.", :name "Watcher's Eye", :summary "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. "}], :treasure {:gp 10}}, :courtier {:equipment {:clothes-fine 1}, :key :courtier, :name "Courtier", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:insight true, :persuasion true}}, :traits [{:description "Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.", :name "Court Functionary", :summary "Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. "}], :treasure {:gp 5}}, :uthgardt-tribe-member {:equipment {:clothes-traveler-s 1, :hunting-trap 1}, :key :uthgardt-tribe-member, :name "Uthgardt Tribe Member", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:athletics true, :survival true}, :tool-options {:artisans-tool 1, :musical-instrument 1}}, :traits [{:description "You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.\nAdditionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.", :name "Uthgardt Heritage", :summary "You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.\n\nChoose a Musical Instrument OR Artisans Tools."}], :treasure {:gp 10}}, :faction-agent {:equipment {:clothes-common 1}, :key :faction-agent, :name "Faction Agent", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:insight true}}, :traits [{:description "As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.", :name "Safe Haven", :summary "As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. \n\nAlso, Choose 1 proficiency in an Intelligence, Wisdom, or Charisma skill, as appropriate to your faction."} {:description "Choose one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction. Enter this manually.", :name "Skill Proficiencies"}], :treasure {:gp 15}}, :inheritor {:equipment {:clothes-traveler-s 1}, :key :inheritor, :name "Inheritor", :option-pack "Sword Coast Adventurer's Guide", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:survival true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:description "Choose or randomly determine your inheritance from among the possibilities in the table on page 151 in the SCAG book. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.\nThe Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.\nWhen you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.", :name "Inheritance", :summary "Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you."} {:description "Choose one from among Arcana, History, and Religion. Enter this manually.", :name "Skill Proficiencies"}], :treasure {:gp 15}}}, :orcpub.dnd.e5/races {:tiefling-scag-non-winged-variant- {:key :tiefling-scag-non-winged-variant-, :speed 30, :name "Tiefling (SCAG Non-winged Variant)", :darkvision 60, :size :medium, :option-pack "Sword Coast Adventurer's Guide", :languages #{"Common" "Infernal"}, :props {:damage-resistance {:fire true}}, :traits [{:description "You have resistance to fire damage", :name "Hellish Resistance"}]}, :tiefling-scag-winged-variant- {:key :tiefling-scag-winged-variant-, :languages #{"Common" "Infernal"}, :name "Tiefling (SCAG Winged Variant)", :option-pack "Sword Coast Adventurer's Guide", :props {:damage-resistance {:fire true}, :flying-speed 30}, :size :medium, :speed 30, :traits [{:description "You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.", :name "Winged"} {:description "You have resistance to fire damage", :name "Hellish Resistance"}]}}, :orcpub.dnd.e5/selections {:wizard-cantrips {:key :wizard-cantrips, :name "Wizard Cantrips", :option-pack "Sword Coast Adventurers Guide (arandomstringofnum#2919)", :options [{:description "You know this Cantrip", :name "Acid Splash"} {:description "You know this Cantrip", :name "Chill Touch"} {:description "You know this Cantrip", :name "Dancing Lights"} {:description "You know this Cantrip", :name "Light"} {:description "You know this Cantrip", :name "Mage Hand"} {:description "You know this Cantrip", :name "Mending"} {:description "You know this Cantrip", :name "Message"} {:description "You know this Cantrip", :name "Minor Illusion"} {:description "You know this Cantrip", :name "Prestidigitation"} {:description "You know this Cantrip", :name "Ray of Frost"} {:description "You know this Cantrip", :name "Shocking Grasp"} {:description "You know this Cantrip", :name "True Strike"}]}}, :orcpub.dnd.e5/spells {:booming-blade {:description "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.", :key :booming-blade, :school "evocation", :name "Booming Blade", :level 0, :option-pack "Sword Coast Adventurers Guide (arandomstringofnum#2919)", :components {:material true, :material-component "a weapon", :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :green-flame-blade {:description "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.", :key :green-flame-blade, :school "evocation", :name "Green-Flame Blade", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurers Guide (arandomstringofnum#2919)", :components {:material true, :material-component "a weapon", :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :lightning-lure {:description "You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :lightning-lure, :school "evocation", :name "Lightning Lure", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "15 feet"}, :sword-burst {:description "You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :sword-burst, :school "conjuration", :name "Sword Burst", :duration "Instantaneous", :level 0, :option-pack "Sword Coast Adventurer's Guide", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "5 feet"}}, :orcpub.dnd.e5/subclasses {:storm-magic {:class :sorcerer, :disabled? true, :key :storm-magic, :level-modifiers [{:type :spell, :value {:ability :cha, :key :fog-cloud, :level 1}} {:type :spell, :value {:ability :cha, :key :thunderwave, :level 1}} {:level 3, :type :spell, :value {:ability :cha, :key :gust-of-wind, :level 2}} {:level 3, :type :spell, :value {:ability :cha, :key :levitate, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :call-lightning, :level 3}} {:level 5, :type :spell, :value {:ability :cha, :key :sleet-storm, :level 3}} {:level 7, :type :spell, :value {:ability :cha, :key :conjure-minor-elementals, :level 4}} {:level 7, :type :spell, :value {:ability :cha, :key :ice-storm, :level 4}} {:level 9, :type :spell, :value {:ability :cha, :key :conjure-elemental, :level 5}} {:level 6, :type :damage-resistance, :value :lightning} {:level 6, :type :damage-resistance, :value :thunder} {:level 18, :type :flying-speed, :value 60} {:level 18, :type :damage-immunity, :value :lightning} {:level 18, :type :damage-immunity, :value :thunder}], :name "Storm Magic", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial.", :name "Stormborn"} {:description "At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks.", :name "Tempestuous Magic"} {:description "At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spell’s effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.", :level 6, :name "Heart of the Storm"} {:description "At 6th level, you gain the ability to subtly control the weather around you.\nIf it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action.\nIf it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.", :level 6, :name "Storm Guide"} {:description "At 14th level, the storm energy you channel through your magic seethes within your soul. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you.", :level 14, :name "Storm’s Fury"} {:description "At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour.", :level 18, :name "Wind Soul"}]}, :arcana-domain {:class :cleric, :cleric-spells {1 {0 :detect-magic, 1 :magic-missile}, 2 {0 :magic-weapon, 1 :nystuls-magic-aura}, 3 {0 :dispel-magic, 1 :magic-circle}, 4 {0 :arcane-eye, 1 :leomunds-secret-chest}, 5 {0 :planar-binding, 1 :teleportation-circle}}, :key :arcana-domain, :level-modifiers [{:type :skill-prof, :value :arcana}], :level-selections [{:num 2, :type :wizard-cantrips}], :name "Arcana Domain", :option-pack "Sword Coast Adventurers Guide (arandomstringofnum#2919)", :traits [{:description "When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.", :name "Arcane Initiate"} {:description "Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use use the Dash action or try to escape from an effect that prevents it form moving. If there's nowhere to move, then the creature can use the Dodge action.\nAfter you reach 5th level, when a creature fails its saving throw against you Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.\n\nCleric level - Banishes Creatures of CR\n5th - 1/2 or lower\n8th - 1 or lower\n11th - 2 or lower\n14th - 3 or lower\n17th - 4 or lower", :level 2, :name "Channel Divinity: Arcane Abjuration"} {:description "Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.", :level 6, :name "Spell Breaker"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.", :level 17, :name "Arcane Mastery"}]}, :way-of-the-sun-soul {:class :monk, :disabled? true, :key :way-of-the-sun-soul, :level-modifiers [{:level 6, :type :spell, :value {:ability :wis, :key :burning-hands, :level 1}}], :name "Way of the Sun Soul", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a ranged spell attack you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals a amount of radiant damage equal to your Martial Arts die, as shown on the Monk table.\nWhen you use the attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.", :level 3, :name "Radiant Sun Bolt"} {:description "At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st level spell burning hands as a bonus action.\nYou can spend additional ki points to cast burning hands at a higher level. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).", :level 6, :name "Searing Arc Strike"} {:description "At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can create an orb of light and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20 foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.\nYou can increase the sphere's power by spending ki points. Each point of ki you spend, up to a maximum of 3, increases the damage by 2d6.", :level 11, :name "Searing Sunburst"} {:description "At 17th level, you become wreathed in a luminous aura. You shed bright light in a 30 foot radius and dim light for an additional 30 feet. You can extinguish or restore this light as a bonus action.\nIf a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage equal to 5 plus your Wisdom modifier to the creature.", :level 17, :name "Sun Shield"}]}, :mastermind {:class :rogue, :key :mastermind, :level-modifiers [], :name "Mastermind", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.", :level 3, :name "Master of Intrigue"} {:description "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.", :level 3, :name "Master of Tactics"} {:description "Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\n-Intelligence score\n-Wisdom score\n-Charisma score\n-Class levels (if any)\nAt the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.", :level 9, :name "Insightful Manipulator "} {:description "Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.", :level 13, :name "Misdirection"} {:description "Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic.", :level 17, :name "Soul of Deceit"}]}, :way-of-the-long-death {:class :monk, :key :way-of-the-long-death, :level-modifiers [], :name "Way of the Long Death", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + you monk level (minimum 1).", :level 3, :name "Touch of Death"} {:description "At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. As an action, each creature within 30 feet of you that can see you must make a Wisdom saving throw or be frightened of you until the end of your next turn.", :level 6, :name "Hour of Reaping"} {:description "Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.", :level 11, :name "Mastery of Death"} {:description "Starting at 17th level, your touch can channel the touch of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend up to 10 ki points. The target must make a Constitution saving throw or take 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.", :level 17, :name "Touch of the Long Death"}]}, :the-undying {:class :warlock, :key :the-undying, :level-modifiers [], :name "The Undying", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.\nAdditionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.", :name "Among the Dead"} {:description "Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can ragain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 6, :name "Defy Death"} {:description "Beginning at 10 level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.\nIn addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.", :level 10, :name "Undying Nature"} {:description "When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.\nOnce you use this feature, you can’t use it again until you finish a short or long rest.", :level 14, :name "Indestructible Life"}], :warlock-spells {1 {0 :false-life, 1 :ray-of-sickness}, 2 {0 :blindness-deafness, 1 :silence}, 3 {0 :feign-death, 1 :speak-with-dead}, 4 {0 :aura-of-life, 1 :death-ward}, 5 {0 :contagion, 1 :legend-lore}}}, :path-of-the-battlerager {:class :barbarian, :key :path-of-the-battlerager, :level-modifiers [], :name "Path of the Battlerager", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon (see below).\nWhile wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage, plus your Strength modifier.\nAdditionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.\n\nSpiked armor is a rare variety of medium armor, created only by battleragers. It consists of a leather coat and leggings covered in metal spikes.\nAC: 14 + Dexterity modifier (Max 2)\nStealth: Disadvantage\nWeight: 45 lbs\nCost: 75 GP", :level 3, :name "Battlerager Armor"} {:description "Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (min. 1). They vanish when your rage ends.", :level 6, :name "Reckless Abandon"} {:description "Beginning at 10th level, you can take the Dash action as a bonus action while raging.", :level 10, :name "Battlerager Charge"} {:description "Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.", :level 14, :name "Spiked Retribution"}]}, :swashbuckler {:class :rogue, :key :swashbuckler, :level-modifiers [], :name "Swashbuckler", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.\n\nTwo‐Weapon Fighting Note: Other rogue characters must use a bonus action to Disengage if they want to escape a melee, but you can use your bonus action to fight with two weapons, and then safely evade each foe you attacked.", :level 3, :name "Fancy Footwork"} {:description "Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you and you don't have disadvantage. All the other rules for the Sneak Attack class feature still apply to you.", :level 3, :name "Rakish Audacity"} {:description "At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.\n-If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.\n-If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.", :level 9, :name "Panache"} {:description "Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.", :level 13, :name "Elegant Maneuver"} {:description "Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.", :level 17, :name "Master Duelist"}]}, :banneret {:class :fighter, :key :banneret, :level-modifiers [], :name "Banneret", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hits points equal to your fighter level, provided they can see or hear you.", :level 3, :name "Rallying Cry"} {:description "At 7th level, you gain proficiency in the Persuasion skill, and can add double your proficiency bonus to any ability check that uses Persuasion. If you already are proficient in Persuasion, you may instead become proficient in any of the following skills: Animal Handling, Insight, Intimidation, or Performance.", :level 7, :name "Royal Envoy"} {:description "Starting at 10th level, whenever you use your Action Surge feature, you can choose one creature within 60 feet that is allied to you. That creature can use its reaction to make one melee or ranged weapon attack, provided it can see or hear you.\nAt 17th level, you can choose two allies within 60 feet, instead of one.", :level 10, :name "Inspiring Surge"} {:description "Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, Wisdom, or Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll it saving throw and must use the new roll.", :level 15, :name "Bulwark"}]}, :school-of-bladesinging {:class :wizard, :key :school-of-bladesinging, :level-modifiers [{:level 2, :type :armor-prof, :value :light} {:level 2, :type :skill-prof, :value :performance}], :name "School of Bladesinging", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.", :level 2, :name "Training in War and Song"} {:description "Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose (no action required).\nWhile your Bladesong is active, you gain the following benefits:\n-You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).\n-Your walking speed increases by 10 feet.\n-You have advantage on Dexterity (Acrobatics) checks.\n-You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).\n-You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.", :level 2, :name "Bladesong"} {:description "Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", :level 6, :name "Extra Attack"} {:description "Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level", :level 10, :name "Song of Defense"} {:description "Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.", :level 14, :name "Song of Victory"}]}, :oath-of-the-crown {:class :paladin, :key :oath-of-the-crown, :level-modifiers [{:type :spell, :value {:ability :cha, :key :command, :level 1}} {:type :spell, :value {:ability :cha, :key :compelled-duel, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :warding-bond, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :zone-of-truth, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :aura-of-vitality, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :spirit-guardians, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :banishment, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :guardian-of-faith, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :circle-of-power, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :geas, :level 5}} {:level 15, :type :saving-throw-advantage, :value :paralyzed} {:level 15, :type :saving-throw-advantage, :value :stunned}], :name "Oath of the Crown", :option-pack "Sword Coast Adventurer's Guide", :traits [{:description "You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.", :name "Channel Divinity: Champion Challenge"} {:description "As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.", :name "Channel Divinity: Turn the Tide"} {:description "Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.", :level 7, :name "Divine Allegiance"} {:description "Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.", :level 15, :name "Unyielding Spirit"} {:description "At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:\n-You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n-Your allies have advantage on death saving throws while within 30 feet of you.\n-You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.\nThis effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.", :level 20, :name "Exalted Champion"}]}}, :orcpub.dnd.e5/subraces {:ghostwise {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :ghostwise, :name "Ghostwise", :option-pack "Sword Coast Adventurer's Guide", :race :halfling, :traits [{:description "You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.", :name "Silent Speech"}]}, :aquatic-elf-descent {:key :aquatic-elf-descent, :name "Aquatic Elf Descent", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :traits [{:description "You forgo Skill Versatility and instead take the elf trait Swim Speed: You gain a swimming speed of 30 feet.", :name "Swim Speed"}]}, :wood-elf-descent-elf-weapon-training {:key :wood-elf-descent-elf-weapon-training, :name "Wood Elf Descent: Elf Weapon Training", :option-pack "Sword Coast Adventurer's Guide", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :half-elf, :traits [{:description "You forgo Skill Versatility and instead take the elf trait Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.", :name "Elf Weapon Training"}]}, :wood-elf-descent-mask-of-the-wild {:key :wood-elf-descent-mask-of-the-wild, :name "Wood Elf Descent: Mask of the Wild", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :traits [{:description "You forgo Skill Versatility and instead take the elf trait Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", :name "Mask of the Wild"}]}, :feral {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :feral, :name "Feral", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-winged-variant-, :traits []}, :high-elf-descent-elf-weapon-training {:key :high-elf-descent-elf-weapon-training, :name "High Elf Descent: Elf Weapon Training", :option-pack "Sword Coast Adventurer's Guide", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :half-elf, :traits [{:description "You forgo Skill Versatility and instead take the elf trait Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.", :name "Elf Weapon Training"}]}, :variant-keen-senses {:key :variant-keen-senses, :name "Variant: Keen Senses", :option-pack "Sword Coast Adventurer's Guide", :profs {:skill-options {:options {:perception true}}}, :race :half-elf, :traits [{:description "You forgo Skill Versatility and instead take the elf trait Keen Senses: You have proficiency in the Perception skill.", :name "Keen Senses"}]}, :devils-tongue-feral- {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :devils-tongue-feral-, :name "Devil's Tongue (Feral)", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-non-winged-variant-, :spells [{:value {:ability :cha, :key :vicious-mockery}} {:level 3, :value {:ability :cha, :key :charm-person, :level 1}} {:level 5, :value {:key :enthrall, :level 2}}], :traits [{:description "You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level , you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.", :name "Devil's Tongue"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"}]}, :deep-gnome-svirfneblin- {:abilities {:orcpub.dnd.e5.character/dex 1}, :darkvision 120, :disabled? true, :key :deep-gnome-svirfneblin-, :name "Deep Gnome (Svirfneblin)", :option-pack "Sword Coast Adventurer's Guide", :race :gnome, :traits [{:description "You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.", :name "Stone Camouflage."} {:description "You can speak, read, and write Undercommon.", :name "Extra Language"}]}, :devils-tongue {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :key :devils-tongue, :name "Devil's Tongue", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-non-winged-variant-, :spells [{:value {:ability :cha, :key :vicious-mockery}} {:level 3, :value {:ability :cha, :key :charm-person, :level 1}} {:level 5, :value {:ability :cha, :key :enthrall, :level 2}}], :traits [{:description "You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level , you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.", :name "Devil's Tongue"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"}]}, :hellfire {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :key :hellfire, :name "Hellfire", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-non-winged-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 3, :value {:key :burning-hands, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.", :name "Hellfire"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"}]}, :drow-descent {:key :drow-descent, :name "Drow Descent", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :spells [{:value {:ability :cha, :key :dancing-lights}} {:level 3, :value {:ability :cha, :key :faerie-fire, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "You forgo Skill Versatility and instead take the elf trait Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.", :name "Drow Magic"}]}, :standard {:abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :key :standard, :name "Standard", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-winged-variant-, :traits []}, :standard-feral- {:abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :standard-feral-, :name "Standard (Feral)", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-non-winged-variant-, :spells [{:value {:ability :cha}} {:level 3, :value {:ability :cha, :key :hellish-rebuke, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"} {:description "You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.", :name "Infernal Legacy"}]}, :duergar {:key :duergar, :race :dwarf, :name "Duergar", :darkvision 120, :abilities {:orcpub.dnd.e5.character/str 1}, :option-pack "Sword Coast Adventurer's Guide", :disabled? true, :props {:saving-throw-advantage {:charmed true, :paralyzed true}}, :traits [{:description "You can speak, read, and write Undercommon.", :name "Extra Language"} {:description "You have advantage on saving throws against illusions and against being charmed or paralyzed.", :name "Duergar Resilience"} {:description "When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.", :name "Duergar Magic"} {:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :wood-elf-descent-fleet-of-foot {:key :wood-elf-descent-fleet-of-foot, :name "Wood Elf Descent: Fleet of Foot", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :speed 35, :traits [{:description "You forgo Skill Versatility and instead take the elf trait Fleet of Foot: Your base walking speed increases to 35 feet.", :name "Fleet of Foot"}]}, :high-elf-descent-cantrip {:key :high-elf-descent-cantrip, :name "High Elf Descent: Cantrip", :option-pack "Sword Coast Adventurer's Guide", :race :half-elf, :spells [{:value {:ability :int}}], :traits [{:description "You forgo Skill Versatility and instead take the elf trait Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.", :name "Cantrip"}]}, :hellfire-feral- {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :hellfire-feral-, :name "Hellfire (Feral)", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-non-winged-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 2, :value {:ability :cha, :key :burning-hands, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. Charisma is your spellcasting ability for this spell.", :name "Hellfire"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"} {:description "You know the thaumaturgy cantrip. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.", :name "Infernal Legacy"}]}}}, "SCAG Backgrounds (LunaMoonbringer#2094)" {:orcpub.dnd.e5/backgrounds {:far-traveller {:equipment {:clothes-traveler-s 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :key :far-traveller, :name "Far Traveller", :option-pack "SCAG BG", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:insight true, :perception true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "All Eyes on You", :summary "Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. "}], :treasure {:gp 15}}, :waterdhavian-noble {:equipment {:clothes-fine 1, :signet-ring 1}, :key :waterdhavian-noble, :name "Waterdhavian Noble", :option-pack "SCAG BG", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :persuasion true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "Kept in Style", :summary "While you are in Waterdeep or elsewhere in the North your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. \n\nChoose a Musical Instrument OR a Gaming Set proficiency."}], :treasure {:gp 20}}, :investigator {:equipment {:manacles 1}, :key :investigator, :name "Investigator", :option-pack "SCAG BG", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:insight true, :investigation true}}, :traits [{:name "Watcher's Eye", :summary "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. "}], :treasure {:gp 10}}, :mercenary-veteran {:key :mercenary-veteran, :name "Mercenary Veteran", :option-pack "SCAG BG", :profs {:skill {:athletics true, :persuasion true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :traits [{:name "Mercenary Life", :summary "You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook). "}], :treasure {:gp 10}}, :clan-crafter {:equipment {:clothes-traveler-s 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :clan-crafter, :name "Clan Crafter", :option-pack "SCAG BG", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :insight true}, :tool-options {:artisans-tool 1}}, :traits [{:name "Respect of the Stout Folk", :summary "As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance. "}], :treasure {:gp 15}}, :knight-of-the-order {:equipment {:clothes-traveler-s 1}, :key :knight-of-the-order, :name "Knight of the Order", :option-pack "SCAG BG", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "Knightly Regard", :summary "You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community- whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.\n\nAlso, pick one proficiency from Arcana, History, Nature, and Religion, as appropriate for your order."}], :treasure {:gp 10}}, :urban-bounty-hunter {:key :urban-bounty-hunter, :name "Urban Bounty Hunter", :option-pack "SCAG BG", :profs {:tool {:thieves-tools true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "Ear to the Ground", :summary "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. \n\nAlso, pick any two proficiencies from Deception, Insight, Persuasion, and Stealth"}], :treasure {:gp 20}}, :cloistered-scholar {:equipment {:ink 1, :ink-pen 1, :knife-small 1, :parchment 1}, :key :cloistered-scholar, :name "Cloistered Scholar", :option-pack "SCAG BG", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:history true}}, :traits [{:name "Library Access", :summary "Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar."}], :treasure {:gp 10}}, :city-watch {:equipment {:manacles 1}, :key :city-watch, :name "City Watch", :option-pack "SCAG BG", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:athletics true, :insight true}}, :traits [{:name "Watcher's Eye", :summary "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. "}], :treasure {:gp 10}}, :courtier {:equipment {:clothes-fine 1}, :key :courtier, :name "Courtier", :option-pack "SCAG BG", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:insight true, :persuasion true}}, :traits [{:name "Court Functionary", :summary "Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. "}], :treasure {:gp 5}}, :uthgardt-tribe-member {:equipment {:clothes-traveler-s 1, :hunting-trap 1}, :key :uthgardt-tribe-member, :name "Uthgardt Tribe Member", :option-pack "SCAG BG", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:athletics true, :survival true}, :tool-options {:artisans-tool 1, :musical-instrument 1}}, :traits [{:name "Uthgardt Heritage", :summary "You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.\n\nChoose a Musical Instrument OR Artisans Tools."}], :treasure {:gp 10}}, :faction-agent {:equipment {:clothes-common 1}, :key :faction-agent, :name "Faction Agent", :option-pack "SCAG BG", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:insight true}}, :traits [{:name "Safe Haven", :summary "As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. \n\nAlso, Choose 1 proficiency in an Intelligence, Wisdom, or Charisma skill, as appropriate to your faction."}], :treasure {:gp 15}}, :inheritor {:equipment {:clothes-traveler-s 1}, :key :inheritor, :name "Inheritor", :option-pack "SCAG BG", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:survival true}, :tool-options {:gaming-set 1, :musical-instrument 1}}, :traits [{:name "Inheritance", :summary "Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you."}], :treasure {:gp 15}}}}, "UA - Three Subclasses - (NineArtsDragon#3773)" {:orcpub.dnd.e5/selections {:additional-fighting-style {:key :additional-fighting-style, :name "Additional Fighting Style", :option-pack "UA: Three Subclasses", :options [{:description "+2 bonus to Attack rolls with Ranged Weapons", :name "Archery"} {:description "+1 bonus to AC while wearing armor.", :name "Defense"} {:description "+2 bonus to damage rolls when wielding a melee weapon in one hand and no other weapons.", :name "Dueling"} {:description "Re-roll 1s and 2s on attack rolls with Two-handed or Versatile melee weapons.", :name "Great Weapon Fighting"} {:description "When a creature you see attacks a creature within 5 ft of you, use your reaction to impose disadvantage on the attack. Must be wielding a shield.", :name "Protection"} {:description "While you engage in two-weapon fighting, add your ability modifier to the damage of your second attack.", :name "Two-Weapon Fighting"}]}}, :orcpub.dnd.e5/subclasses {:brute {:class :fighter, :key :brute, :level-modifiers [], :level-selections [{:level 10, :type :additional-fighting-style}], :name "Brute", :option-pack "UA: Three Subclasses", :traits [{:description "1d4 extra damage with weapons you're proficient with. Bonus damage increases to 1d6 at 10th lvl, 1d8 at 16th lvl, and 1d10 at 20th lvl.", :level 3, :name "Brute Force"} {:description "When you make a saving throw, roll 1d6 and add it to the saving throw. If this bonus makes a death saving throw 20 or higher, you gain consciousness with 1 HP. ", :level 7, :name "Brutish Durability"} {:description "Critical hits deal extra damage equal to your fighter lvl.", :level 15, :name "Devastating Critical"} {:description "While conscious, gain 5 + Con modifier hit points at the start of each of your turns.", :level 18, :name "Survivor"}]}, :circle-of-spores {:class :druid, :key :circle-of-spores, :level-modifiers [{:level 2, :type :spell, :value {:ability :wis, :key :chill-touch}} {:level 3, :type :spell, :value {:ability :wis, :key :gentle-repose, :level 2}} {:level 3, :type :spell, :value {:ability :wis, :key :ray-of-enfeeblement, :level 2}} {:level 5, :type :spell, :value {:ability :wis, :key :animate-dead, :level 3}} {:level 5, :type :spell, :value {:ability :wis, :key :gaseous-form, :level 3}} {:level 7, :type :spell, :value {:ability :wis, :key :blight, :level 4}} {:level 7, :type :spell, :value {:ability :wis, :key :confusion, :level 4}} {:level 9, :type :spell, :value {:ability :wis, :key :cloudkill, :level 5}} {:level 9, :type :spell, :value {:ability :wis, :key :contagion, :level 5}}], :name "Circle of Spores", :option-pack "UA: Three Subclasses", :traits [{:description "As a reaction, deal 3 poison to one target within 10 ft. Damage increases by 3 at 6th, 10th, and 14th level.", :level 2, :name "Halo of Spores"} {:description "Instead of transforming, spend 1 use of Wild Shape to gain 3 temp. hit points per druid lvl, double the damage of your Halo of Spores feature, and deal 1d6 extra poison damage with melee attacks. Lasts for 10 min. or until you use Wild Shape again.", :level 2, :name "Symbiotic Entity"} {:description "Humanoids you kill with your Halo of Spores feature rise as a zombie with 1 HP at the end of your turn. It goes after you and obeys your commands, but can only attack. It lasts for 1 hour.", :level 6, :name "Fungal Infestation"} {:description "As a bonus action, you create a 10 ft cube within 30 ft. For 1 minute, any creature that starts its turn in the cube takes your Halo of Spores damage. Using your Halo of Spores feature again causes the cube to vanish.", :level 10, :name "Spreading Spores"} {:description "You're immune to the blinded, deafened, frightened and poisoned conditions. Critical hits don't deal extra damage to you.", :level 14, :name "Fungal Body"}]}, :school-of-invention {:class :wizard, :key :school-of-invention, :level-modifiers [{:level 2, :type :armor-prof, :value :light} {:level 2, :type :damage-resistance, :value :force}], :name "School of Invention", :option-pack "UA: Three Subclasses", :traits [{:description "You gain a suit of Arcanomechancial Armor, which only you can attune to. The armor is a magical suit of Studded Leather armor and weighs 8 lbs. During a long rest you can transform a nonmagical suit of Studded Leather into Arcanomechanical Armor, rendering your old suit nonmagical.", :level 2, :name "Arcanomechanical Armor"} {:description "As an action, you can attempt to cast a spell you don't have prepared. Roll on the Reckless Casting table found on pg.3-4 (https://media.wizards.com/2018/dnd/downloads/UA-3Subclasses0108.pdf)", :level 2, :name "Reckless Casting"} {:description "When you cast a spell while wearing Arcanomechanical Armor, you can expend a 1st or 2nd level spell slot to alter the spell.\nA 1st level spell slot allows you to change a spell's damage type from acid, cold, fire, lightning, or thunder to another listed damage type.\nA 2nd level spell slot allows you to deal an extra 2d10 force damage to one target damaged by your spell.", :level 6, :name "Alchemical Casting"} {:description "As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. (1/rest)", :level 10, :name "Prodigious Inspiration"} {:description "When you roll on the Reckless Casting table for a spell that's not a cantrip, you can roll on the table one level higher than the expended spell slot.", :level 14, :name "Controlled Chaos"} {:description "Gain proficiency with 2 tools of your choice.", :level 2, :name "Tools of the Inventor"}]}}}, "Players Hand Book (arandomstringofnum#2919)" {:orcpub.dnd.e5/backgrounds {:noble {:equipment {:clothes-fine 1, :signet-ring 1}, :key :noble, :name "Noble", :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :persuasion true}, :tool-options {:gaming-set 1}}, :traits [{:description "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.", :name "Position of Privilege", :summary "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to."}], :treasure {:gp 25}}, :guild-artisan {:equipment {:clothes-traveler-s 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :guild-artisan, :name "Guild Artisan", :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:insight true, :persuasion true}, :tool-options {:artisans-tool 1}}, :traits [{:description "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.\nYou must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. ", :name "Guild Membership", :summary "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\n\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. "}], :treasure {:gp 15}}, :outlander {:equipment {:clothes-traveler-s 1, :hunting-trap 1}, :key :outlander, :name "Outlander", :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:athletics true, :survival true}, :tool-options {:musical-instrument 1}}, :traits [{:description "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. ", :name "Wanderer", :summary "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. "}], :treasure {:gp 10}}, :urchin {:equipment {:clothes-common 1, :knife-small 1}, :key :urchin, :name "Urchin", :option-pack "Player Handbook", :profs {:skill {:sleight-of-hand true, :stealth true}, :tool {:disguise-kit true, :thieves-tools true}}, :traits [{:description "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.", :name "City Secrets", :summary "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. "}], :treasure {:gp 10}}, :entertainer {:equipment {:clothes-costume 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :key :entertainer, :name "Entertainer", :option-pack "Player Handbook", :profs {:skill {:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options {:musical-instrument 1}}, :traits [{:description "You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.", :name "By Popular Demand"}], :treasure {:gp 15}}, :sage {:equipment {:clothes-common 1, :ink 1, :knife-small 1}, :key :sage, :name "Sage", :option-pack "Player Handbook", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:arcana true, :history true}}, :traits [{:description "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.", :name "Researcher", :summary "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. "}], :treasure {:gp 10}}, :gladiator {:equipment {:clothes-costume 1}, :equipment-choices (), :key :gladiator, :name "Gladiator", :option-pack "Player Handbook", :profs {:skill {:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options {}}, :traits [{:description "You can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.", :name "By Popular Demand"}], :treasure {:gp 15}}, :folk-hero {:equipment {:clothes-common 1, :pot-iron 1, :shovel 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :folk-hero, :name "Folk Hero", :option-pack "Player Handbook", :profs {:skill {:animal-handling true, :survival true}, :tool {:land-vehicles true}, :tool-options {:artisans-tool 1}}, :traits [{:description "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.", :name "Rustic Hospitality", :summary "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. "}], :treasure {:gp 10}}, :sailor {:equipment {:clothes-common 1, :rope-silk 1}, :key :sailor, :name "Sailor", :option-pack "Player Handbook", :profs {:skill {:athletics true, :perception true}, :tool {:navigators-tools true, :water-vehicles true}}, :traits [{:description "When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. ", :name "Ship's Passage", :summary "When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. "}], :treasure {:gp 10}}, :hermit {:equipment {:blanket 1, :case-map-or-scroll 1, :clothes-common 1, :herbalism-kit 1}, :key :hermit, :name "Hermit", :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:medicine true, :religion true}, :tool {:herbalism-kit true}}, :traits [{:description "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.\nWork with your DM to determine the details of your discovery and its impact on the campaign. ", :name "Discovery", :summary "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign."}], :treasure {:gp 5}}, :pirate {:equipment {:clothes-common 1, :rope-silk 1}, :key :pirate, :name "Pirate", :option-pack "Player Handbook", :profs {:skill {:athletics true, :perception true}, :tool {:navigators-tools true, :water-vehicles true}}, :traits [{:description "If your character has a sailor background, you may select this background feature instead of Ship's Passage.\nNo matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities", :name "Bad Reputation"}], :treasure {:gp 10}}, :soldier {:equipment {:clothes-common 1}, :key :soldier, :name "Soldier", :option-pack "Player Handbook", :profs {:skill {:athletics true, :intimidation true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :traits [{:description "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. ", :name "Military Rank", :summary "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. "}], :treasure {:gp 10}}, :charlatan {:equipment {:clothes-fine 1, :disguise-kit 1}, :key :charlatan, :name "Charlatan", :option-pack "Player Handbook", :profs {:skill {:deception true, :sleight-of-hand true}, :tool {:disguise-kit true, :forgery-kit true}}, :traits [{:description "Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. ", :name "False Identity"}], :treasure {:gp 15}}, :criminal {:equipment {:clothes-common 1, :crowbar 1}, :key :criminal, :name "Criminal", :option-pack "Player Handbook", :profs {:skill {:deception true, :stealth true}, :tool {:thieves-tools true}, :tool-options {:gaming-set 1}}, :traits [{:description "You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. ", :name "Criminal Contac"}], :treasure {:gp 15}}, :knight {:equipment {:clothes-fine 1, :signet-ring 1}, :key :knight, :name "Knight", :option-pack "Player Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :persuasion true}, :tool-options {:gaming-set 1}}, :traits [{:description "If your character has a noble background, you may select this background feature instead of Position of Privilege.\nYou have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. ", :name "Retainers", :summary "If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. "}], :treasure {:gp 25}}}, :orcpub.dnd.e5/feats {:ritual-caster-intellect-based- {:ability-increases #{}, :description "You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.\nWhen you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.\nIf you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.", :key :ritual-caster-intellect-based-, :name "Ritual Caster (Intellect Based)", :option-pack "Player's Handbook", :prereqs #{:orcpub.dnd.e5.character/int}, :props {:ritual-casting true}}, :elemental-adept {:ability-increases #{}, :description "When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.\nSpells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\nYou can select this feat multiple times. Each time you do so, you must choose a different damage type", :key :elemental-adept, :name "Elemental Adept", :option-pack "Player Handbook", :prereqs #{:spellcasting}}, :charger {:ability-increases #{}, :description "When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).", :key :charger, :name "Charger", :option-pack "Player Handbook", :prereqs #{}}, :sentinel {:ability-increases #{}, :description "When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.\nCreatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.\nWhen a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.", :key :sentinel, :name "Sentinel", :option-pack "Player Handbook", :prereqs #{}}, :mounted-combatant {:ability-increases #{}, :description "You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.\nYou can force an attack targeted at your mount to target you instead.\nIf your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", :key :mounted-combatant, :name "Mounted Combatant", :option-pack "Player Handbook", :prereqs #{}}, :linguist {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.", :key :linguist, :name "Linguist", :option-pack "Player Handbook", :prereqs #{}, :props {:language-choice 3}}, :martial-adept {:ability-increases #{}, :description "You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\nIf you already have superiority dice, you gain one more; otherwise, you have one superiority dice,which is a d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.", :key :martial-adept, :name "Martial Adept", :option-pack "Player Handbook", :prereqs #{}}, :medium-armor-master {:ability-increases #{}, :description "Wearing med. armor doesn't disadvantage your DEX(Stealth) checks.\nYou can also add 3, rather than 2, to AC if you DEX is 16+.\n\nSource: Player’s Handbook, page 168", :key :medium-armor-master, :name "Medium Armor Master", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{:medium}, :props {:medium-armor-max-dex-3 true, :medium-armor-stealth true}}, :shield-master {:ability-increases #{}, :description "If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.\nIf you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.\nIf you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.", :key :shield-master, :name "Shield Master", :option-pack "Player Handbook", :prereqs #{}}, :tough {:ability-increases #{}, :description "HP max. increases by your current level times two, when you gain this feat. Each level thereafter, your HP max increases by an extra +2 hit points.\n(PHB p.170)", :key :tough, :name "Tough", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{}, :props {:max-hp-bonus 2}}, :resilient {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/wis :saves?}, :description "Add +1 to any ability score (max. 20) and gain proficiency in saving throws w/ that ability.\n(PHB p.168)", :key :resilient, :name "Resilient", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{}}, :sharpshooter {:ability-increases #{}, :description "Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.\nYour ranged weapon attacks ignore half cover and three-quarters cover.\nBefore you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.", :key :sharpshooter, :name "Sharpshooter", :option-pack "Player Handbook", :prereqs #{}}, :magic-initiate {:ability-increases #{}, :description "Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.\nIn addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.\nYour spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", :key :magic-initiate, :name "Magic Initiate", :option-pack "Player's Handbook", :prereqs #{}, :props {:attack-spell false, :magic-novice true}}, :heavy-armor-master {:ability-increases #{}, :description "While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.", :key :heavy-armor-master, :name "Heavy Armor Master", :option-pack "Player Handbook", :prereqs #{:heavy :orcpub.dnd.e5.character/str}}, :heavily-armored {:ability-increases #{:orcpub.dnd.e5.character/str}, :description "You have trained to master the use of heavy armor, and by proxy increased your strength(+1)!\n(PHB p.167)", :key :heavily-armored, :name "Heavily Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{:medium}, :props {:armor-prof {:heavy true}}}, :alert {:ability-increases #{}, :description "You can’t be surprised while you are conscious.\nOther creatures don’t gain advantage on attack rolls against you as a result of being hidden from you", :key :alert, :name "Alert", :option-pack "Player Handbook", :prereqs #{}, :props {:initiative 5}}, :savage-attacker {:ability-increases #{}, :description "Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.", :key :savage-attacker, :name "Savage Attacker", :option-pack "Player Handbook", :prereqs #{}}, :ritual-caster {:ability-increases #{}, :description "When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.\nIf you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.", :key :ritual-caster, :name "Ritual Caster", :option-pack "Player Handbook", :prereqs #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}}, :dungeon-delver {:ability-increases #{}, :description "You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.\nYou have advantage on saving throws made to avoid or resist traps.You can search for traps while traveling at a normal pace, instead of only at a slow pace.", :key :dungeon-delver, :name "Dungeon Delver", :option-pack "Player Handbook", :prereqs #{}, :props {:damage-resistance {:traps true}, :saving-throw-advantage-traps true}}, :moderately-armored {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "Increase STR or DEX by 1, to a maximum of 20.(max. 20) and gain proficiency with medium armor and shields.\n\n(PHB p.168)", :key :moderately-armored, :name "Moderately Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{:light}, :props {:armor-prof {:medium true, :shields true}}}, :great-weapon-master- {:ability-increases #{}, :description "On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.\nBefore you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.", :key :great-weapon-master-, :name "Great Weapon Master ", :option-pack "Player Handbook", :prereqs #{}}, :defensive-duelist {:ability-increases #{}, :description "When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.", :key :defensive-duelist, :name "Defensive Duelist", :option-pack "Player Handbook", :prereqs #{:orcpub.dnd.e5.character/dex}}, :inspiring-leader {:ability-increases #{}, :description "You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you.\n\nEach creature can gain temporary hit points equal to your level + your Charisma modifier.\nA creature can't gain temporary hit points from this feat again until it has finished a short or long rest.", :key :inspiring-leader, :name "Inspiring Leader", :option-pack "Player Handbook", :prereqs #{:orcpub.dnd.e5.character/cha}}, :ritual-caster-wisdom-based- {:ability-increases #{}, :description "You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.\nWhen you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.\nIf you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.", :key :ritual-caster-wisdom-based-, :name "Ritual Caster (Wisdom Based)", :option-pack "Player's Handbook", :prereqs #{:orcpub.dnd.e5.character/wis}, :props {:ritual-casting true}}, :weapon-master {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "• Increase your Strength or Dexterity score by 1, to a maximum of 20.\n• You gain proficiency with four weapons of your choice.", :key :weapon-master, :name "Weapon Master", :option-pack "Player's Handbook", :prereqs #{}, :props {:weapon-prof-choice 4}}, :keen-mind {:ability-increases #{}, :description "You always know which way is north.\nYou always know the number of hours left before the next sunrise or sunset.\nYou can accurately recall anything you have seen or heard within the past month.", :key :keen-mind, :name "Keen Mind", :option-pack "Player Handbook", :prereqs #{:orcpub.dnd.e5.character/int}}, :skilled {:ability-increases #{}, :description "Gain proficiency in any three skills or tools.\n(PHB p.170)", :key :skilled, :name "Skilled", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{}, :props {:skill-tool-choice 3}}, :mage-slayer {:ability-increases #{}, :description "When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.\nWhen you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.\nYou have advantage on saving throws against spells cast by creatures within 5 feet of you.", :key :mage-slayer, :name "Mage Slayer", :option-pack "Player Handbook", :prereqs #{}}, :skulker {:ability-increases #{}, :description "You can try to hide when you are lightly obscured from the creature from which you are hiding.\nWhen you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.\nDim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.", :key :skulker, :name "Skulker", :option-pack "Player Handbook", :prereqs #{:orcpub.dnd.e5.character/dex}}, :lucky {:ability-increases #{}, :description "You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.\nYou can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.\nIf more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.", :key :lucky, :name "Lucky", :option-pack "Player Handbook", :prereqs #{}}, :observant {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :description "If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.", :key :observant, :name "Observant", :option-pack "Player Handbook", :prereqs #{}, :props {:passive-investigation-5 true, :passive-perception-5 true}}, :tavern-brawler {:ability-increases #{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Your unarmed strikes use a d4 for damage.\nWhen you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.", :key :tavern-brawler, :name "Tavern Brawler", :option-pack "Player Handbook", :prereqs #{}, :props {:improvised-weapons-prof true}}, :mobile {:ability-increases #{}, :description "When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.\nWhen you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.", :key :mobile, :name "Mobile", :option-pack "Player Handbook", :prereqs #{}, :props {:speed 10}}, :lightly-armored {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "You gain proficiency with light armor and can increase your STR or DEX by 1 (max 20).\n(PHB p.167)", :key :lightly-armored, :name "Lightly Armored", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{}, :props {:armor-prof {:light true}}}, :polearm-master {:ability-increases #{}, :description "When you take the Attack action and attack with only a glaive, halberd, pike, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifer as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.\nWhile you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.", :key :polearm-master, :name "Polearm Master", :option-pack "Player Handbook", :prereqs #{}}, :healer {:ability-increases #{}, :description "When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.\nAs an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.", :key :healer, :name "Healer", :option-pack "Player Handbook", :prereqs #{}}, :crossbow-expert {:ability-increases #{}, :description "You ignore the loading quality of crossbows with which you are proficient.\nBeing within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.\nWhen you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.", :key :crossbow-expert, :name "Crossbow Expert", :option-pack "Player Handbook", :prereqs #{}}, :spell-sniper {:ability-increases #{}, :description "When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.\nYour ranged spell attacks ignore half cover and three-quarters cover.\nYou learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", :key :spell-sniper, :name "Spell Sniper", :option-pack "Players Hand Book (arandomstringofnum#2919)", :prereqs #{:spellcasting}, :props {:attack-spell true}}, :athlete {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "When you are prone, standing up uses only 5 feet of your movement.\nClimbing doesn’t cost you extra movement.\nYou can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.", :key :athlete, :name "Athlete", :option-pack "Player Handbook", :prereqs #{}, :props {}}, :war-caster {:ability-increases #{}, :description "You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.\nYou can perform the somatic components of spells even when you have weapons or a shield in one or both hands.\nWhen a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.", :key :war-caster, :name "War Caster", :option-pack "Player Handbook", :prereqs #{:spellcasting}}, :grappler- {:ability-increases #{}, :description "• You have advantage on attack rolls against a creature you are grappling.\n• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature arc both restrained until the grapple ends.\n• Creatures that are one size larger than you don't automatically succeed on checks to escape your grapple.", :key :grappler-, :name "Grappler ", :option-pack "Player's Handbook", :prereqs #{:orcpub.dnd.e5.character/str}}, :durable {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).", :key :durable, :name "Durable", :option-pack "Player Handbook", :prereqs #{}}, :actor {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.\nYou can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.", :key :actor, :name "Actor", :option-pack "Player Handbook", :prereqs #{}}, :dual-wielder {:ability-increases #{}, :description "You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.\nYou can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.\nYou can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.", :key :dual-wielder, :name "Dual Wielder", :option-pack "Player Handbook", :prereqs #{}, :props {:two-weapon-ac-1 true, :two-weapon-any-one-handed true}}}, :orcpub.dnd.e5/invocations {:bewitching-whispers {:description "Prerequisite: 7th level\n\nYou can cast Compulsion once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :bewitching-whispers, :name "Bewitching Whispers", :option-pack "Player's Handbook"}, :eldritch-sight {:description "You can cast Detect Magic at will, without expending a spell slot.", :key :eldritch-sight, :name "Eldritch Sight", :option-pack "Player's Handbook"}, :ascendent-step {:description "Prerequisite: 9th level\n\nYou can cast levitate on yourself at will, without expending a spell slot or material components.", :key :ascendent-step, :name "Ascendent Step", :option-pack "Player's Handbook"}, :lifedrinker {:description "\nPrerequisite: 12th level, Pact of the Blade feature\n\nWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).", :key :lifedrinker, :name "Lifedrinker", :option-pack "Player's Handbook"}, :mire-the-mind {:description "Prerequisite: 5th level\n\nYou can cast slow once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :mire-the-mind, :name "Mire the Mind", :option-pack "Player's Handbook"}, :visions-of-distant-realms {:description "Prerequisite: 15th level\n\nYou can cast Arcane Eye at will, without expending a spell slot.", :key :visions-of-distant-realms, :name "Visions of Distant Realms", :option-pack "Player's Handbook"}, :devils-sight {:description "You can see normally in Darkness, both magical and nonmagical, to a distance of 120 feet.", :key :devils-sight, :name "Devil's Sight", :option-pack "Player's Handbook"}, :minions-of-chaos {:description "Prerequisite: 9th level\n\nYou can cast Conjure Elemental once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :minions-of-chaos, :name "Minions of Chaos", :option-pack "Player's Handbook"}, :thirsting-blade {:description "Prerequisite: 5th level, Pact of the Blade feature\n\nYou can Attack with your pact weapon twice, instead of once, whenever you take the Attack action on Your Turn.", :key :thirsting-blade, :name "Thirsting Blade", :option-pack "Player's Handbook"}, :gaze-of-two-minds {:description "You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the Duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any Special senses possessed by that creature, and you are Blinded and Deafened to your own surroundings.", :key :gaze-of-two-minds, :name "Gaze of Two Minds", :option-pack "Player's Handbook"}, :eldritch-spear {:description "Prerequisite: Eldritch Blast cantrip\n\nWhen you cast Eldritch Blast, its range is 300 feet.", :key :eldritch-spear, :name "Eldritch Spear", :option-pack "Player's Handbook"}, :fiendish-vigor {:description "You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material Components.", :key :fiendish-vigor, :name "Fiendish Vigor", :option-pack "Player's Handbook"}, :misty-visions {:description "You can cast Silent Image at will, without expending a spell slot or material Components.", :key :misty-visions, :name "Misty Visions", :option-pack "Player's Handbook"}, :beast-speech {:description "You can cast speak with animals at will, without expending a spell slot.", :key :beast-speech, :name "Beast Speech", :option-pack "Player's Handbook"}, :sign-of-ill-omen {:description "Prerequisite: 5th level\n\nYou can cast Bestow Curse once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :sign-of-ill-omen, :name "Sign of Ill Omen", :option-pack "Player's Handbook"}, :voice-of-the-chain-master {:description "Prerequisite: Pact of the Chain feature\n\nYou can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence.\n\nAdditionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of Speech.", :key :voice-of-the-chain-master, :name "Voice of the Chain Master", :option-pack "Player's Handbook"}, :whispers-of-the-grave {:description "Prerequisite: 9th level\n\nYou can cast Speak with Dead at will, without expending a spell slot.", :key :whispers-of-the-grave, :name "Whispers of the Grave", :option-pack "Player's Handbook"}, :mask-of-many-faces {:description "You can cast Disguise Self at will, without expending a spell slot.", :key :mask-of-many-faces, :name "Mask of Many Faces", :option-pack "Player's Handbook"}, :agonizing-blast {:description "Prerequisite:eldritch blast cantrip\n\nWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.", :key :agonizing-blast, :name "Agonizing Blast", :option-pack "Player's Handbook"}, :chains-of-carceri {:description "Prerequisite: 15th level, Pact of the Chain feature\n\nYou can cast Hold Monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material Components. You must finish a Long Rest before you can use this invocation on the same creature again.", :key :chains-of-carceri, :name "Chains of Carceri", :option-pack "Player's Handbook"}, :repelling-blast {:description "Prerequisite: Eldritch Blast cantrip\n\nWhen you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.", :key :repelling-blast, :name "Repelling Blast", :option-pack "Player's Handbook"}, :armor-of-shadows {:description "You can cast mage armor on yourself at will, without expending a spell slot or material components.", :key :armor-of-shadows, :name "Armor of Shadows", :option-pack "Player's Handbook"}, :eyes-of-the-rune-keeper {:description "You can read all writing.", :key :eyes-of-the-rune-keeper, :name "Eyes of the Rune Keeper", :option-pack "Player's Handbook"}, :book-of-ancient-secrets {:description "Prerequisite: Pact of the Tome feature\n\nYou can now inscribe magical Rituals in your Book of Shadows. Choose two 1st-level Spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The Spells appear in the book and don’t count against the number of Spells you know. With your Book of Shadows in hand, you can cast the chosen Spells as Rituals. You can’t cast the Spells except as Rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual Spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.", :key :book-of-ancient-secrets, :name "Book of Ancient Secrets", :option-pack "Player's Handbook"}, :master-of-myriad-forms {:description "Prerequisite: 15th level\n\nYou can cast Alter Self at will, without expending a spell slot.", :key :master-of-myriad-forms, :name "Master of Myriad Forms", :option-pack "Player's Handbook"}, :otherworldly-leap {:description "Prerequisite: 9th level\n\nYou can cast jump on yourself at will, without expending a spell slot or material Components.", :key :otherworldly-leap, :name "Otherworldly Leap", :option-pack "Player's Handbook"}, :thief-of-five-fates {:description "You can cast bane once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :thief-of-five-fates, :name "Thief of Five Fates", :option-pack "Player's Handbook"}, :witch-sight {:description "Prerequisite: 15th level\n\nYou can see the true form of any shapechanger or creature concealed by Illusion or Transmutation magic while the creature is within 30 feet of you and within line of sight.", :key :witch-sight, :name "Witch Sight", :option-pack "Player's Handbook"}, :sculptor-of-flesh {:description "Prerequisite: 7th level\n\nYou can cast Polymorph once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :sculptor-of-flesh, :name "Sculptor of Flesh", :option-pack "Player's Handbook"}, :beguiling-influence {:description "You gain proficiency in the Deception and Persuasion skills.", :key :beguiling-influence, :name "Beguiling Influence", :option-pack "Player's Handbook"}, :one-with-shadows {:description "Prerequisite: 5th level\n\nWhen you are in an area of dim light or Darkness, you can use your action to become Invisible until you move or take an action or a reaction.", :key :one-with-shadows, :name "One with Shadows", :option-pack "Player's Handbook"}, :dreadful-word {:description "Prerequisite: 7th level\n\nYou can cast Confusion once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :dreadful-word, :name "Dreadful Word", :option-pack "Player's Handbook"}}, :orcpub.dnd.e5/selections {:manuevers {:key :manuevers, :name "Manuevers", :option-pack "Players Hand Book (arandomstringofnum#2919)", :options [{:description "When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. This effectively gives your ally a chance to attack on your turn, which allow for use of any turn-based benefits including Sneak Attack. ", :name "Commanding Strike"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.", :name "Disarming Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. ", :name "Distracting Strike"} {:description "When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving. ", :name "Evasive Footwork"} {:description "You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.", :name "Feinting Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn. ", :name "Goading Attack"} {:description "When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.", :name "Lunging Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. ", :name "Maneuvering Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. ", :name "Menacing Attack"} {:description "When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. ", :name "Parry"} {:description "When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. ", :name "Precision Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. ", :name "Pushing Attack"} {:description "On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. ", :name "Rally"} {:description "When a character misses you with a melee attack, you can use your reaction and expend one more superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.", :name "Riposte"} {:description "When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. T he damage is of the same type dealt by the original attack. ", :name "Sweeping Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large of smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. You can expend a superior die, adding the total to the damage, and force the enemy to make a Strength save, or be knocked prone.", :name "Trip Attack"}]}}, :orcpub.dnd.e5/spells {:armor-of-agathys {:description "A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.", :key :armor-of-agathys, :school "abjuration", :name "Armor of Agathys", :duration "1 hour", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a cup of water", :somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:warlock true}, :range "Self"}, :elemental-weapon {:description "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.\nAt Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.", :key :elemental-weapon, :school "transmutation", :name "Elemental Weapon", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Touch"}, :cordon-of-arrows {:description "You plant four pieces of non-magical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creature you choose, and the spell ignores them.\nAt higher levels: When you cast this spell using a spell slot of 3rd or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.", :key :cordon-of-arrows, :school "transmutation", :name "Cordon of Arrows", :duration "8 hours", :level 2, :option-pack "Player Handbook", :components {:material true, :material-component "four or more arrows or bolts", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "5 feet"}, :crown-of-madness {:description "One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.", :key :crown-of-madness, :school "enchantment", :name "Crown of Madness", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :compelled-duel {:description "You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.", :key :compelled-duel, :school "enchantment", :name "Compelled Duel", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "30 feet"}, :counterspell {:description "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.", :key :counterspell, :school "abjuration", :name "Counterspell", :duration "Instantaneous", :level 3, :option-pack "Player Handbook", :components {:somatic true}, :casting-time "1 reaction", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :ray-of-sickness {:description "A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", :key :ray-of-sickness, :school "necromancy", :name "Ray of Sickness", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "60 feet"}, :thorn-whip {:description "You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thorn-whip, :school "transmutation", :name "Thorn Whip", :duration "Instantaneous", :level 0, :option-pack "Player Handbook", :components {:material true, :material-component "the stem of a plant with thorns", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "30 feet"}, :crusaders-mantle {:description "Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.", :key :crusaders-mantle, :school "evocation", :name "Crusader's Mantle", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self"}, :blinding-smite {:description "The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.", :key :blinding-smite, :school "evocation", :name "Blinding Smite", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists {:paladin true}, :range "Self"}, :conjure-barrage {:description "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.", :key :conjure-barrage, :school "conjuration", :name "Conjure Barrage", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:material true, :material-component "one piece of ammunition or a thrown weapon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "Self (60-foot cone)"}, :hail-of-thorns {:description "The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).", :key :hail-of-thorns, :school "conjuration", :name "Hail of Thorns", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :branding-smite {:description "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.", :key :branding-smite, :school "evocation", :name "Branding Smite", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :searing-smite {:description "The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st. ", :key :searing-smite, :school "evocation", :name "Searing Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :tsunami {:description "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.", :key :tsunami, :school "conjuration", :name "Tsunami", :duration "Concentration up to 6 rounds", :level 8, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:druid true}, :range "Sight"}, :witch-bolt {:description "A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.", :key :witch-bolt, :school "evocation", :name "Witch Bolt", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a twig from a tree that has been struck by lightning", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :grasping-vine {:description "You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.", :key :grasping-vine, :school "conjuration", :name "Grasping Vine", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :ranger true}, :range "30 feet"}, :feign-death {:description "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. ", :key :feign-death, :school "necromancy", :name "Feign Death", :duration "1 hour", :level 3, :option-pack "Player Handbook", :components {:material true, :material-component "a pinch of graveyard dirt", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :wizard true}, :range "touch"}, :beast-sense {:description "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.", :key :beast-sense, :school "divination", :name "Beast Sense", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Player Handbook", :components {:somatic true}, :casting-time "1 Action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :ensnaring-strike {:description "The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.\nAt Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ", :key :ensnaring-strike, :school "conjuration", :name "Ensnaring Strike", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :thunderous-smite {:description "The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.", :key :thunderous-smite, :school "evocation", :name "Thunderous Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :arcane-gate {:description "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\n\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\n\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.", :key :arcane-gate, :school "conjuration", :name "Arcane Gate", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "500 ft."}, :destructive-smite {:description "You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage,as well as 5d6 radiant or necrotic damage (your choice),and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.\n\nAlso called Destructive Wave.", :key :destructive-smite, :school "evocation", :name "Destructive Smite", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :wrathful-smite {:description "The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to end this spell.", :key :wrathful-smite, :school "evocation", :name "Wrathful Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :aura-of-life {:description "Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.", :key :aura-of-life, :school "abjuration", :name "Aura of Life", :duration "Concentration up to 10 minutes", :level 4, :option-pack "Player Handbook", :components {:material-component "", :verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :cloud-of-daggers {:description "You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.", :key :cloud-of-daggers, :school "conjuration", :name "Cloud of Daggers", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:material true, :material-component "a sliver of glass", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :swift-quiver {:description "You transmute your quiver so it produces an endless supply of non-magical ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of non-magical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.", :key :swift-quiver, :school "transmutation", :name "Swift Quiver", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player Handbook", :components {:material true, :material-component "a quiver containing at least one piece of ammunition", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Touch"}, :hex {:description "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", :key :hex, :school "enchantment", :name "Hex", :duration "Concentration, up to 1 hour", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "the petrified eye of a newt", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:warlock true}, :range "90 feet"}, :aura-of-purity {:description "Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.", :key :aura-of-purity, :school "abjuration", :name "Aura of Purity", :duration "Concentration up to 10 minutes", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :friends {:description "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.", :key :friends, :school "enchantment", :name "Friends", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Player Handbook", :components {:material true, :material-component "a small amount of makeup applied to the face as this spell is cast", :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "self"}, :hunger-of-hadar {:description "You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.", :key :hunger-of-hadar, :school "conjuration", :name "Hunger of Hadar", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:material true, :material-component "a pickled octopus tentacle", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true}, :range "150 feet"}, :animal-friendship {:description "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.", :key :animal-friendship, :school "enchantment", :name "Animal Friendship", :duration "24 hours", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a morsel of food", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :ranger true}, :range "30 feet"}, :dissonant-whispers {:description "You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :dissonant-whispers, :school "enchantment", :name "Dissonant Whispers", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "60 feet"}, :telepathy {:description "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.", :key :telepathy, :school "evocation", :name "Telepathy", :duration "24 hours", :level 8, :option-pack "Player Handbook", :components {:material true, :material-component "a pair of linked silver rings", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Unlimited"}, :lightning-arrow {:description "The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.", :key :lightning-arrow, :school "transmutation", :name "Lightning Arrow", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :power-word-heal {:description "A wave of healing energy washes over a creature you touch. The target regains all of its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.", :key :power-word-heal, :school "evocation", :name "Power Word Heal", :duration "Instantaneous", :level 9, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "Touch"}, :guardian-of-faith {:description "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", :key :guardian-of-faith, :school "conjuration", :name "Guardian of Faith", :duration "8 hours", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:cleric true}, :range "30 feet"}, :blade-ward {:description "You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.", :key :blade-ward, :school "abjuration", :name "Blade Ward", :duration "1 round", :level 0, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :banishing-smite {:description "The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", :key :banishing-smite, :school "abjuration", :name "Banishing Smite", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists {:paladin true}, :range "Self"}, :aura-of-vitality {:description "Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.", :key :aura-of-vitality, :school "evocation", :name "Aura of Vitality", :duration "Concentration up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :circle-of-power {:description "Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.", :key :circle-of-power, :school "abjuration", :name "Circle of Power", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :conjure-volley {:description "You fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon", :key :conjure-volley, :school "conjuration", :name "Conjure Volley", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:material true, :material-component "one piece of ammunition or one thrown weapon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "150 feet"}, :hunters-mark {:description "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. ", :key :hunters-mark, :school "divination", :name "Hunter's Mark", :duration "Concentration, up to 1 hour", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "90 feet"}, :compulsion {:description "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.", :key :compulsion, :school "enchantment", :name "Compulsion", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "30 feet"}, :goodberry {:description "Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ", :key :goodberry, :school "transmutation", :name "Goodberry", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a sprig of mistletoe", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :arms-of-hadar {:description "You invoke the power of Hadar, the Dark Hunger.\n\nTendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :arms-of-hadar, :school "conjuration", :name "Arms of Hadar", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:warlock true}, :range "Self (10-foot radius)"}, :staggering-smite {:description "The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.", :key :staggering-smite, :school "evocation", :name "Staggering Smite", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :chromatic-orb {:description "You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", :key :chromatic-orb, :school "evocation", :name "Chromatic Orb", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a diamond worth at least 50gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}}, :orcpub.dnd.e5/subclasses {:the-archfey {:class :warlock, :key :the-archfey, :level-modifiers [], :name "The Archfey", :option-pack "Player Handbook", :traits [{:description "Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed or frightened by you (your choice) until the end of your next turn.Once you use this feature, you can't use it again until you finish a short or long rest.", :name "Fey Presence"} {:description "Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.", :level 6, :name "Misty Escape"} {:description "Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.", :level 10, :name "Beguiling Defenses"} {:description "Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.", :level 14, :name "Dark Delirium"}], :warlock-spells {1 {0 :faerie-fire, 1 :sleep}, 2 {0 :calm-emotions, 1 :phantasmal-force}, 3 {0 :blink, 1 :plant-growth}, 4 {0 :dominate-beast, 1 :greater-invisibility}, 5 {0 :dominate-person, 1 :seeming}}}, :nature-domain {:class :cleric, :cleric-spells {1 {0 :speak-with-animals, 1 :animal-friendship}, 2 {0 :barkskin, 1 :spike-growth}, 3 {0 :plant-growth, 1 :wind-wall}, 4 {0 :dominate-beast, 1 :grasping-vine}, 5 {0 :insect-plague, 1 :tree-stride}}, :key :nature-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Nature Domain", :option-pack "Players Hand Book (arandomstringofnum#2919)", :profs {:skill-options {:options {:animal-handling true, :nature true, :survival true}}}, :traits [{:description "At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.", :name "Acolyte of Nature"} {:description "Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.", :level 2, :name "Channel Divinity: Charm Animals and Plants"} {:description "Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.", :level 6, :name "Dampen Elements"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.", :level 17, :name "Master of Nature"}]}, :oath-of-the-ancients {:class :paladin, :key :oath-of-the-ancients, :level-modifiers [{:level 3, :type :spell, :value {:ability :cha, :key :ensnaring-strike, :level 1}} {:level 3, :type :spell, :value {:ability :cha, :key :speak-with-animals, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :moonbeam, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :misty-step, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :plant-growth, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :protection-from-energy, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :ice-storm, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :stoneskin, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :commune-with-nature, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :tree-stride, :level 5}}], :name "Oath of the Ancients", :option-pack "Player Handbook", :traits [{:description "You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.", :level 3, :name "Channel Divinity: Nature’s Wrath"} {:description "You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you.\nIt also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.", :level 3, :name "Channel Divinity: Turn the Faithless"} {:description "Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.\n\nAt 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Warding"} {:description "Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.\nAdditionally, you suffer none of the drawbacks of old age, and you can't be aged magically.", :level 15, :name "Undying Sentinel"} {:description "At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.\nUsing your action, you undergo a transformation. For 1 minute, you gain the following benefits:\n-At the start of each of your turns, you regain 10 hit points.\n-Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.\n-Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.\nOnce you use this feature, you can't use it again until you finish a long rest.", :level 20, :name "Elder Champion"}]}, :arcane-trickster {:class :rogue, :key :arcane-trickster, :level-modifiers [], :name "Arcane Trickster", :option-pack "Player Handbook", :spellcasting {:level-factor 3}, :traits [{:description "Arcane Tricksters gain the ability to cast Wizard spells to enhance their abilities, trick their foes, and defend themselves more effectively.\nCantrips: You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.\nSpells Known: You know three 1st level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The third can be from any school of magic.\nThereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20.\nThe spells you learn at 8th, 14th, and 20th level can come from any school of magic.\nWhenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list (of a level you can cast).\nSpellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. Your spell saving throw DC is 8+ your proficiency bonus + your Intelligence modifier. Your spell attack bonus is your proficiency bonus + your Intelligence modifier.\nSpell Slots: You start with two 1st level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.\n\nLevel\tCantrips\tKnown\t1st\t2nd\t3rd\t4th\n3rd\t3\t\t3\t2\t-\t-\t-\n4th\t3\t\t4\t3\t-\t-\t-\n7th\t3\t\t5\t4\t2\t-\t-\n8th\t3\t\t6\t4\t2\t\t\n10th\t4\t\t7\t4\t3\t-\t-\n11th\t4\t\t8\t4\t3\t\t\n13th\t4\t\t9\t4\t3\t2\t-\n14th\t4\t\t10\t4\t3\t2\t\n16th\t4\t\t11\t4\t3\t3\t-\n19th\t4\t\t12\t4\t3\t3\t1\n20th\t4\t\t13\t4\t3\t3\t1", :level 3, :name "Spellcasting"} {:description "Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:\n-You can stow one object the hand is holding in a container worn or carried by another creature.\n-You can retrieve an object in a container worn or carried by another creature.\n-You can use thieves’ tools to pick locks and disarm traps at range.\nYou can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.", :level 3, :name "Mage Hand Legerdemain"} {:description "Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.", :level 9, :name "Magical Ambush"} {:description "At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you Advantage on attack rolls against that creature until the end of the turn, and therefore allowing you to Sneak Attack the creature when nobody else is within 5 feet.", :level 13, :name "Versatile Trickster"} {:description "At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.\n-Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your Reaction to force the creature to make a saving throw with its spellcasting ability modifier.\n-The DC equals your spell save DC and on a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell).\n-For the next 8 hours, you know the spell, can cast it using your spell slots, and the creature can’t cast that spell until the 8 hours have passed.\n-Once you use this feature, you can’t use it again until you finish a long rest.", :level 17, :name "Spell Thief"}]}, :way-of-the-four-elements {:class :monk, :key :way-of-the-four-elements, :level-modifiers [], :name "Way of the Four Elements", :option-pack "Player Handbook", :traits [{:description "When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.\nYou know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.\nWhenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.\nSome elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.\nOnce you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1)\nThe maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.\n\nLevels\t\tMax Ki\n5th-8th\t\t3\n9th-12th\t4\n13th-16th\t5\n17th-20th\t6\n\nBreath of Winter (17th Level Required): You can spend 6 ki points to cast cone of cold.\n\nClench of the North Wind (6th Level Required): You can spend 3 ki points to cast hold person.\n\nElemental Attunement: You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:\n-Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.\n-Instantaneously light or snuff out a candle, a torch, or a small campfire.\n-Chill or warm up to 1 pound of nonliving material for up to 1 hour.\n-Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.\n\nEternal Mountain Defense (11th Level Required): You can spend 5 ki points to cast stoneskin, targeting yourself.\n\nFangs of the Fire Snake: When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.\n\nFist of Four Thunders: You can spend 2 ki points to cast thunderwave.\n\nFist of Unbroken Air: You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.\n\nFlames of the Phoenix (11th Level Required): You can spend 4 ki points to cast fireball.\n\nGong of the Summit (6th Level Required): You can spend 3 ki points to cast shatter.\n\nMist Stance (11th Level Required): You can spend 4 ki points to cast gaseous form, targeting yourself.\n\nRide the Wind (11th Level Required): You can spend 4 ki points to cast fly, targeting yourself.\n\nRiver of Hungry Flame (17th Level Required): You can spend 5 ki points to cast wall of fire.\n\nRush of the Gale Spirits: You can spend 2 ki points to cast gust of wind.\n\nShape the Flowing River: As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or injure a creature in the area.\n\nSweeping Cinder Strike: You can spend 2 ki points to cast burning hands.\n\nWater Whip: You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.\n\nWave of Rolling Earth (17th Level Required): You can spend 6 ki points to cast wall of stone. ", :level 3, :name "Disciple of the Elements"}]}, :school-of-divination {:class :wizard, :key :school-of-divination, :level-modifiers [], :name "School of Divination", :option-pack "Player Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.", :level 2, :name "Divination Savant"} {:description "Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.", :level 2, :name "Portent"} {:description "Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.", :level 6, :name "Expert Divination "} {:description "Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.\nDarkvision: You gain darkvision out to a range of 60 feet, as described in chapter 8.\nEthereal Sight: You can see into the Ethereal Plane within 60 feet of you.\nGreater Comprehension: You can read any language.\nSee Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.", :level 10, :name "The Third Eye"} {:description "Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of What is to come. You roll three d20 for your Portent feature, rather than two.", :level 14, :name "Greater Portent"}]}, :school-of-enchantment {:class :wizard, :key :school-of-enchantment, :level-modifiers [], :name "School of Enchantment", :option-pack "Player Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.", :level 2, :name "Enchantment Savant"} {:description "Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.", :level 2, :name "Hypnotic Gaze"} {:description "Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.\nYou must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.", :level 6, :name "Instinctive Charm"} {:description "Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature", :level 10, :name "Split Enchantment"} {:description "At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.\nAdditionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your Wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.", :level 14, :name "Alter Memories"}]}, :wild-magic {:class :sorcerer, :key :wild-magic, :level-modifiers [], :name "Wild Magic", :option-pack "Player Handbook", :traits [{:description "Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.", :name "Wild Magic Surge"} {:description "Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Anytime before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.", :name "Tides of Chaos"} {:description "Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.", :level 6, :name "Bend Luck"} {:description "At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.", :level 14, :name "Controlled Chaos"} {:description "Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.", :level 18, :name "Spell Bombardment"}]}, :battle-master- {:class :fighter, :key :battle-master-, :level-modifiers [], :level-selections [{:level 3, :num 3, :type :manuevers} {:level 7, :num 2, :type :manuevers} {:level 10, :num 2, :type :manuevers} {:level 15, :num 2, :type :manuevers}], :name "Battle Master ", :option-pack "Players Hand Book (arandomstringofnum#2919)", :traits [{:description "Your study of the art of war not only in battle but out of it grants you a proficiency in an artisan tool of your choice.", :level 3, :name "War Student"} {:description "Beginning at 3rd level, when you take the Battle Master archetype, you learn three special maneuvers from the list below. You may only use one maneuver every time you take the attack action. You learn two additional maneuvers of your choice at 7th, 10th. and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. \nSuperiority Dice: You start with 4 superiority dice. They are d8 and you use one whenever you use a maneuver. You regain them all when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. \nSaving Throws: If a maneuver requires a saving throw, the DC is 8+ your proficiency bonus + your Strength or Dexterity modifier (your choice). ", :level 3, :name "Maneuvers"} {:description "When you reach 7th level, you can spend 1 minute watching your enemy in or out of combat. Doing so gives you information about their abilities. The DM can then tell you if the following enemy abilities are your equal to, stronger, or weaker than your own:\n-Strength ability score\n-Dexterity ability score\n-Constitution ability score\n-AC\n-Current HP\n-Total levels (if any)\n-Fighter levels (if any)", :level 7, :name "Study Your Enemy "} {:description "When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.", :level 10, :name "Improved Superior Combat "} {:description "Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.", :level 15, :name "Relentless "}]}, :knowledge-domain {:class :cleric, :cleric-spells {1 {0 :command, 1 :identify}, 2 {0 :augury, 1 :suggestion}, 3 {0 :nondetection, 1 :speak-with-dead}, 4 {0 :arcane-eye, 1 :confusion}, 5 {0 :legend-lore, 1 :scrying}}, :key :knowledge-domain, :level-modifiers [], :name "Knowledge Domain", :option-pack "Player Handbook", :traits [{:description "At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.", :name "Blessing of Knowledge"} {:description "Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.", :level 2, :name "Channel Divinity: Knowledge of the Ages"} {:description "At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.", :level 2, :name "Channel Divinity: Read Thoughts"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.\n\n-Object Reading: Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. Area\n\n-Reading: As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.", :level 17, :name "Visions of the Past"}]}, :the-seeker {:class :warlock, :key :the-seeker, :level-modifiers [{:level 10, :type :damage-resistance, :value :fire} {:level 10, :type :damage-resistance, :value :cold}], :name "The Seeker", :option-pack "Player Handbook", :traits [{:description "Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.", :name "Shielding Aurora"} {:description "At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1- hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.", :level 3, :name "Pact Boon: Pact of the Star Chain"} {:description "At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.", :level 6, :name "Astral Refuge"} {:description "At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.", :level 10, :name "Far Wanderer"} {:description "Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.", :level 14, :name "Astral Sequestration"}], :warlock-spells {1 {0 :feather-fall, 1 :jump}, 2 {0 :levitate, 1 :locate-object}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :arcane-eye, 1 :locate-creature}, 5 {0 :legend-lore, 1 :passwall}}}, :school-of-illusion {:class :wizard, :key :school-of-illusion, :level-modifiers [], :name "School of Illusion", :option-pack "Player Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.", :level 2, :name "Illusion Savant"} {:description "When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.", :level 2, :name "Improved Minor Illusion"} {:description "Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.", :level 6, :name "Malleable Illusions"} {:description "Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest.", :level 10, :name "Illusory Self"} {:description "By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can Choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.", :level 14, :name "Illusory Reality"}]}, :eldritch-knight {:class :fighter, :key :eldritch-knight, :level-modifiers [], :name "Eldritch Knight", :option-pack "Player Handbook", :spellcasting {:level-factor 3}, :traits [{:description "You can augment your combat abilities with spell casting.\n-Cantrips: You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip.\n-Known Spells: You start with three 1st level wizard spells, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.\n--Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20.\n--The spells you learn at 8th, 14th, and 20th level can come from any school of magic.\n--Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list (of a level you can cast).\n-Spellcasting Ability: Intelligence is what you use for spellcasting. Your spell DC is equal to 8 + proficiency bonus + Intelligence bonus. Your spell attack use proficiency + your Intelligence bonus.\n-Spell Slots: You start with two 1st level spell slots at Fighter level 3, and gain more as you gain more levels.\n\nLevel\tCantrips\tSpells\nKnown\n\nLevel\tCantrips\tSpells\t1st\t2nd\t3rd\t4th\n3rd\t2\t\t3\t2\t-\t-\t-\n4th\t2\t\t4\t3\t-\t-\t-\n7th\t2\t\t5\t4\t2\t-\t-\n8th\t2\t\t6\t4\t2\t\t\n10th\t3\t\t7\t4\t3\t-\t-\n11th\t3\t\t8\t4\t3\t\t\n13th\t3\t\t9\t4\t3\t2\t-\n14th\t3\t\t10\t4\t3\t2\t\n16th\t3\t\t11\t4\t3\t3\t-\n19th\t3\t\t12\t4\t3\t3\t1\n20th\t3\t\t13\t4\t3\t3\t1", :level 3, :name "Spellcasting"} {:description "Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.", :level 3, :name "Weapon Bond"} {:description "At level 7, you can use your action to cast a cantrip and make one weapon attack as a bonus action.", :level 7, :name "War Magic"} {:description "At level 10, any creature you hit with a weapon attack has disadvantage on it's next save it makes against a spell you cast before the end of your next turn.", :level 10, :name "Eldritch Strike"} {:description "At level 15, you can teleport up to 30 feet to a space you can see when using your Action Surge. The teleport can take place before or after the Action Surge.", :level 15, :name "Arcane Charge"} {:description "At level 18, you can make one weapon attack as a bonus action whenever you use your action to cast a spell.", :level 18, :name "Improved War Magic"}]}, :trickery-domain {:class :cleric, :cleric-spells {1 {0 :charm-person, 1 :disguise-self}, 2 {0 :mirror-image, 1 :pass-without-trace}, 3 {0 :blink, 1 :dispel-magic}, 4 {0 :dimension-door, 1 :polymorph}, 5 {0 :dominate-person, 1 :modify-memory}}, :key :trickery-domain, :level-modifiers [], :name "Trickery Domain", :option-pack "Player Handbook", :traits [{:description "Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.", :name "Blessing of the Trickster"} {:description "Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.\nFor the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.", :level 2, :name "Channel Divinity: Invoke Duplicity"} {:description "Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.", :level 2, :name "Channel Divinity: Cloak of Shadows"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.", :level 17, :name "Improved Duplicity"}]}, :the-great-old-one {:class :warlock, :key :the-great-old-one, :level-modifiers [], :name "The Great Old One", :option-pack "Player Handbook", :traits [{:description "Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate (one-way) telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.", :name "Awakened Mind"} {:description "At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.", :level 6, :name "Entropic Ward"} {:description "Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.", :level 10, :name "Thought Shield"} {:description "At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is charmed by you until a remove curse spell is cast on it, the charm condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.", :level 14, :name "Create Thrall"}], :warlock-spells {1 {0 :dissonant-whispers, 1 :tashas-hideous-laughter}, 2 {0 :detect-thoughts, 1 :phantasmal-force}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :dominate-beast, 1 :evards-black-tentacles}, 5 {0 :dominate-person, 1 :telekinesis}}}, :assassin {:class :rogue, :key :assassin, :level-modifiers [], :name "Assassin", :option-pack "Player Handbook", :traits [{:description "You gain proficiency with the disguise kit and the poisoner’s kit.", :level 3, :name "Bonus Proficiencies"} {:description "Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have Advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.", :level 3, :name "Assassinate"} {:description "Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.", :level 9, :name "Infiltration Expertise"} {:description "At the 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (deception) check you make to avoid detection.", :level 13, :name "Impostor"} {:description "Starting at the 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus.) On a failed save, double the damage of your attack against the creature.", :level 17, :name "Death strike"}]}, :path-of-the-totem-warrior {:class :barbarian, :key :path-of-the-totem-warrior, :level-modifiers [{:level 3, :type :spell, :value {:key :speak-with-animals, :level 1}} {:level 3, :type :spell, :value {:key :beast-sense, :level 2}} {:level 10, :type :spell, :value {:key :commune-with-nature, :level 5}}], :name "Path of the Totem Warrior", :option-pack "Player's Handbook", :traits [{:description "At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object, an amulet or similar adornment, that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.\n\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.\n\n- Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.\n- Eagle: While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.\n- Wolf: While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.\n- Elk: The speed of the elk makes you extraordinarily swift. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.\n- Tiger: The spirit of the tiger empowers your leaps. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.", :level 3, :name "Totem Spirit"} {:description "At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.", :level 3, :name "Spirit Seeker"} {:description "At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.\n\n- Bear: You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.\n- Eagle: You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\n- Wolf: You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).\n- Elk: The elk spirit helps you roam far and fast. Whether mounted or on foot, your travel pace is doubled, as is the pace of up to ten companions while they're within 60 feet of you and your aren't incapacitated.\n- Tiger: The cat spirit hones your survival instincts. You gain proficiency in two of the following skills: Athletics, Acrobatics, Stealth, Survival.", :level 6, :name "Aspect of the Beast"} {:description "At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.", :level 10, :name "Spirit Walker"} {:description "At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.\n\n- Bear: While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.\n- Eagle: While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\n- Wolf: While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\n- Elk: While raging, you can use a bonus action during your move to pass through the space of a Large of smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.\n- Tiger: While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.", :level 14, :name "Totemic Attunement"}]}, :oath-of-vengeance {:class :paladin, :key :oath-of-vengeance, :level-modifiers [{:level 3, :type :spell, :value {:ability :cha, :key :bane, :level 1}} {:level 3, :type :spell, :value {:ability :cha, :key :hunters-mark, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :hold-person, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :misty-step, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :haste, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :protection-from-energy, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :banishment, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :dimension-door, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :hold-monster, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :scrying, :level 5}}], :name "Oath of Vengeance", :option-pack "Player's Handbook", :paladin-spells {1 {0 :bane, 1 :hunters-mark}, 2 {0 :hold-person, 1 :misty-step}, 3 {0 :haste, 1 :protection-from-energy}, 4 {0 :banishment, 1 :dimension-door}, 5 {0 :hold-monster, 1 :scrying}}, :traits [{:description "As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.", :level 3, :name "Channel Divinity: Abjure Enemy"} {:description "As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.", :level 3, :name "Channel Divinity: Vow of Enmity"} {:description "By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.", :level 7, :name "Relentless Avenger"} {:description "Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.", :level 15, :name "Soul of Vengeance"} {:description "At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:\n• Wings sprout from your back and grant you a flying speed of 60 feet.\n• You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.\n\nOnce you use this feature, you can't use it again until you finish a long rest.", :level 20, :name "Avenging Angel"}]}, :school-of-transmutation {:class :wizard, :key :school-of-transmutation, :level-modifiers [], :name "School of Transmutation", :option-pack "Player Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.", :level 2, :name "Transmutation Savant"} {:description "Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.", :level 2, :name "Minor Alchemy"} {:description "Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:\n-Darkvision out to a range of 60 feet, as described in chapter 8\n-An increase to speed of 10 feet while the creature is unencumbered\n-Proficiency in Constitution saving throws\n-Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)\nEach time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.", :level 6, :name "Transmuter’s Stone"} {:description "At 10th level. you add the polymorph spell to your spellbook. if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.", :level 10, :name "Shapechanger"} {:description "Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.\n\nMajor Transformation: You can transmute one nonmagical object—no larger than a 5—foot cube into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.\n\nPanacea: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.\n\nRestore Life: You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.\n\nRestore Youth: You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.", :level 14, :name "Master Transmuter"}]}, :light-domain {:class :cleric, :cleric-spells {1 {0 :burning-hands, 1 :faerie-fire}, 2 {0 :flaming-sphere, 1 :scorching-ray}, 3 {0 :daylight, 1 :fireball}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :scrying}}, :key :light-domain, :level-modifiers [], :name "Light Domain", :option-pack "Player Handbook", :traits [{:description "When you choose this domain at 1st level, you gain the light cantrip if you don't already know it. Otherwise choose another.", :name "Bonus Cantrip"} {:description "Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Warding Flare"} {:description "Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.", :level 2, :name "Channel Divinity: Radiance of the Dawn"} {:description "Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.", :level 6, :name "Improved Flare"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.", :level 17, :name "Corona of Light"}]}, :college-of-valor {:class :bard, :key :college-of-valor, :level-modifiers [{:level 3, :type :armor-prof, :value :medium} {:level 3, :type :armor-prof, :value :shields} {:level 3, :type :weapon-prof, :value :martial} {:level 6, :type :num-attacks, :value 2}], :name "College of Valor", :option-pack "Players Hand Book (arandomstringofnum#2919)", :traits [{:description "Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.", :level 3, :name "Combat Inspiration"} {:description "At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to a cast a bard spell, you can make one weapon attack as a bonus action.", :level 14, :name "Battle Magic"}]}, :circle-of-the-moon {:class :druid, :key :circle-of-the-moon, :level-modifiers [{:level 14, :type :spell, :value {:key :alter-self, :level 2}}], :name "Circle of the Moon", :option-pack "Player's Handbook", :traits [{:description "When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.\nAdditionally, while you are transformed by Wild Shape. You can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.", :level 2, :name "Combat Wild Shape"} {:description "The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there).", :level 2, :name "Circle Forms"} {:description "Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", :level 6, :name "Primal Strike"} {:description "At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.", :level 10, :name "Elemental Wild Shape"} {:description "By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.", :level 14, :name "Thousand Forms"} {:description "Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.", :level 6, :name "Circle Forms"}]}, :beast-master {:class :ranger, :key :beast-master, :level-modifiers [], :name "Beast Master", :option-pack "Player Handbook", :traits [{:description "You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower.\nAdd your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.\nThe beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.\nWhile traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.", :level 3, :name "Ranger's Companion"} {:description "On any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.", :level 7, :name "Exceptional Training"} {:description "When you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.", :level 11, :name "Bestial Fury"} {:description "When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.", :level 15, :name "Share Spells"}]}, :school-of-necromancy {:class :wizard, :key :school-of-necromancy, :level-modifiers [], :name "School of Necromancy", :option-pack "Player Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.", :level 2, :name "Necromancy Savant"} {:description "At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.", :level 2, :name "Grim Harvest"} {:description "At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:\n-The creature’s hit point maximum is increased by an amount equal to your wizard level.\n-The creature adds your proficiency bonus to its weapon damage rolls.", :level 6, :name "Undead Thralls"} {:description "Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.", :level 10, :name "Inured to Death"} {:description "Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence 0f 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.", :level 14, :name "Command Undead"}]}, :school-of-conjuration {:class :wizard, :key :school-of-conjuration, :level-modifiers [], :name "School of Conjuration", :option-pack "Player Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.", :level 2, :name "Conjuration Savant"} {:description "Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you.\n-This object can be no larger than 3 feet on a side and weigh no more than 10 pounds\n-Its form must be that of a nonmagical object that you have seen.\n-The object is visibly magical, radiating dim light out to 5 feet.\n-The object disappears after 1 hour, when you use this feature again, or if it takes any damage.", :level 2, :name "Minor Conjuration"} {:description "Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.", :level 6, :name "Benign Transposition"} {:description "Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.", :level 10, :name "Focused Conjuration"} {:description "Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.", :level 14, :name "Durable Summons"}]}, :way-of-the-shadow {:class :monk, :key :way-of-the-shadow, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :minor-illusion}} {:level 3, :type :spell, :value {:ability :wis, :key :darkness, :level 2}} {:level 3, :type :spell, :value {:ability :wis, :key :darkvision, :level 2}} {:level 3, :type :spell, :value {:ability :wis, :key :pass-without-trace, :level 2}} {:level 3, :type :spell, :value {:ability :wis, :key :silence, :level 2}}], :name "Way of the Shadow", :option-pack "Player Handbook", :traits [{:description "Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.", :level 3, :name "Shadow Arts"} {:description "You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.", :level 6, :name "Shadow Step"} {:description "You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.", :level 11, :name "Cloak of the Shadows"} {:description "You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.", :level 17, :name "Opportunist"}]}, :war-domain {:class :cleric, :cleric-spells {1 {0 :divine-favor, 1 :shield-of-faith}, 2 {0 :magic-weapon, 1 :spiritual-weapon}, 3 {0 :crusaders-mantle, 1 :spirit-guardians}, 4 {0 :freedom-of-movement, 1 :stoneskin}, 5 {0 :flame-strike, 1 :hold-monster}}, :key :war-domain, :level-modifiers [{:type :armor-prof, :value :heavy} {:type :weapon-prof, :value :martial} {:level 17, :type :damage-resistance, :value :slashing} {:level 17, :type :damage-resistance, :value :bludgeoning} {:level 17, :type :damage-resistance, :value :piercing}], :name "War Domain", :option-pack "Player Handbook", :traits [{:description "From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "War Priest"} {:description "Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :level 2, :name "Channel Divinity: Guided Strike"} {:description "At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :level 6, :name "Channel Divinity: War God's Blessing"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.", :level 17, :name "Avatar of Battle"}]}, :school-of-abjuration {:class :wizard, :key :school-of-abjuration, :level-modifiers [], :name "School of Abjuration", :option-pack "Player Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.", :level 2, :name "Abjuration Savant "} {:description "Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.\n\nWhile the ward has 0 hit points, it can’t absorb damage. but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest.", :level 2, :name "Arcane Ward"} {:description "Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points. the warded creature takes any remaining damage", :level 6, :name "Projected Ward"} {:description "Beginning at 10th level. when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.", :name "Improved Abjuration"} {:description "Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.", :name "Spell Resistance"}]}, :tempest-domain {:class :cleric, :cleric-spells {1 {0 :fog-cloud, 1 :thunderwave}, 2 {0 :gust-of-wind, 1 :shatter}, 3 {0 :call-lightning, 1 :sleet-storm}, 4 {0 :control-water, 1 :ice-storm}, 5 {0 :destructive-smite, 1 :insect-plague}}, :key :tempest-domain, :level-modifiers [{:type :armor-prof, :value :heavy} {:type :weapon-prof, :value :martial}], :name "Tempest Domain", :option-pack "Player Handbook", :traits [{:description "Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Wrath of the Storm"} {:description "Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.", :level 2, :name "Channel Divinity: Destructive Wrath"} {:description "At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.", :level 6, :name "Thunderbolt Strike"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.", :level 17, :name "Stormborn"}]}}, :orcpub.dnd.e5/subraces {:drow {:key :drow, :race :elf, :name "Drow", :darkvision 120, :spells [{:value {:ability :cha, :key :dancing-lights, :level 0}} {:level 3, :value {:ability :cha, :key :faerie-fire, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :abilities {:orcpub.dnd.e5.character/cha 1}, :option-pack "Player Handbook", :props {:weapon-prof {:crossbow-hand true, :rapier true, :shortbow true}}, :traits [{:description "Disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :forest-gnome {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :forest-gnome, :name "Forest Gnome", :option-pack "Player Handbook", :race :gnome, :spells [{:value {:ability :int, :key :minor-illusion}}], :traits [{:description "Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.", :name "Speak with Small Beasts"}]}, :mountain-dwarf {:abilities {:orcpub.dnd.e5.character/str 2}, :key :mountain-dwarf, :name "Mountain Dwarf", :option-pack "Player Handbook(full)", :props {:armor-prof {:light true, :medium true}}, :race :dwarf, :traits []}, :stout {:abilities {:orcpub.dnd.e5.character/con 1}, :key :stout, :name "Stout", :option-pack "Player Handbook", :props {:damage-resistance {:poison true}, :saving-throw-advantage {:poisoned true}}, :race :halfling, :traits []}, :wood-elf {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :wood-elf, :name "Wood Elf", :option-pack "Player Handbook", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :elf, :speed 35, :traits [{:description "You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", :name "Mask of the Wild"}]}}}, "KP - Deep Magic - Clockwork Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/spells {:steam-blast-clockwork- {:description "You unleash a burst of superheated steam in a\n15‑foot radius centered on you. All other creatures in\nthat area take 5d8 fire damage, or half damage with\na successful Dexterity saving throw. Nonmagical\nfires smaller than a bonfire are extinguished and\neverything becomes wet.\nAt Higher Levels: When you cast this spell using a\nspell slot of 5th level or higher, add 1d8 damage per\nspell level.", :key :steam-blast-clockwork-, :school "evocation", :name "Steam Blast (Clockwork)", :duration "Instantaneous", :level 4, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material false, :material-component ""}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (15-ft radius)"}, :pendulum-clockwork- {:description "You give the target creature a degree of regularity in\nits motions and fortunes. If the target fails a Wisdom\nsaving throw, then for the duration of the spell it\ndoesn’t make d20 die rolls but instead follows the\nsequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.", :key :pendulum-clockwork-, :school "enchantment", :name "Pendulum (Clockwork)", :duration "Concentration, up to 1 minute", :level 1, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "small pendulum or metronome made of brass and rosewood worth 10 gp"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :power-word-restore-clockwork- {:description "You speak a word of power, and energy washes over\na single construct you touch. The construct regains\nall of its lost hit points, all negative conditions on the\nconstruct end, and it can use a reaction to stand up, if\nit was prone.", :key :power-word-restore-clockwork-, :school "evocation", :name "Power Word Restore (Clockwork)", :duration "Instantaneous", :level 8, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic false, :material false, :material-component ""}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :mass-repair-metal-clockwork- {:description "As repair metal, but you can affect all metal within\nrange. You repair 1d8 + 5 damage to a metal object or\nconstruct by sealing up rents and bending metal back\ninto place.\n\nAt Higher Levels: Casting mass repair metal as a\n6th-level spell repairs 2d8 + 10 damage.", :key :mass-repair-metal-clockwork-, :school "transmutation", :name "Mass Repair Metal (Clockwork)", :duration "Instantaneous", :level 5, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true, :material false, :material-component ""}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (60-foot radius)"}, :fist-of-iron-clockwork- {:description "You transform your naked hand to iron. Your\nunarmed attacks do 1d6 points of bludgeoning\ndamage and are considered magical.", :key :fist-of-iron-clockwork-, :school "transmutation", :name "Fist of Iron (Clockwork)", :duration "Concentration, up to 1 minute.", :level 0, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :heartstop-clockwork- {:description "You slow the beating of a willing target’s heart to the\nrate of one beat per minute. The creature’s breathing\nalmost stops. To a casual or brief observer, the subject\nappears dead. At the end of the spell, the creature\nreturns to normal with no ill effects.", :key :heartstop-clockwork-, :school "necromancy", :name "Heartstop (Clockwork)", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true, :material false, :material-component ""}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :chains-of-the-goddess-clockwork- {:description "Choose a creature you can see within 90 feet. The\ntarget must make a successful Wisdom saving throw\nor be restrained by chains of psychic force and take\n6d8 bludgeoning damage. A restrained creature\nrepeats the saving throw at the end of its turns,\nending the effect on itself with a successful save.\nWhile restrained this way, the creature also takes 6d8\nbludgeoning damage at the start of each of your turns.", :key :chains-of-the-goddess-clockwork-, :school "enchantment", :name "Chains of the Goddess (Clockwork)", :duration "Concentration, up to 1 minute", :level 5, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "1 foot of iron chain"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90 feet"}, :time-jump-clockwork- {:description "You throw a construct forward in time, if it fails a\nConstitution saving throw. The construct disappears\nfor 1d4 + 1 rounds, during which time it cannot act or\nbe acted upon in any way. When the construct returns,\nit is unaware that any time has passed.", :key :time-jump-clockwork-, :school "transmutation", :name "Time Jump (Clockwork)", :duration "Instantaneous", :level 8, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material false, :material-component ""}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :spin-clockwork- {:description "You target a creature within 60 feet and tell it to\nspin. The creature can resist this command with a\nsuccessful Wisdom saving throw. If the saving throw\nfails, the creature spins in place for the duration of the\nspell. A spinning creature repeats the Wisdom saving\nthrow at the end of each of its turns, ending the effect\nwith a success. A creature that has spun for 1 round or\nmore becomes dizzy and has disadvantage on attack\nrolls and ability checks until one round after it stops\nspinning.", :key :spin-clockwork-, :school "enchantment", :name "Spin (Clockwork)", :duration "1 minute", :level 2, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material false, :material-component ""}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 ft"}, :write-memory-clockwork- {:description "You copy your memories, or those learned from the\nspell read memory, onto an empty memory gear.", :key :write-memory-clockwork-, :school "transmutation", :name "Write Memory (Clockwork)", :duration "Instantaneous", :level 2, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "one empty memory gear"}, :casting-time "1 hour", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :machine-speech-clockwork- {:description "Your voice, and to a lesser extent your mind, changes\nto communicate only in the whirring clicks of\nmachine speech. Until the end of your next turn, all\nclockwork spells you cast have advantage on their\nattack rolls or the targets have disadvantage on their\nsaving throws.", :key :machine-speech-clockwork-, :school "transmutation", :name "Machine Speech (Clockwork)", :duration "1 round", :level 1, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true, :material false, :material-component ""}, :ritual false, :casting-time "bonus action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :machine-sacrifice-clockwork- {:description "You sacrifice a willing construct you can see to\nimbue a willing target with construct traits. The\ntarget gains resistance to all nonmagical damage and\ngains immunity to the blinded, charmed, deafened,\nfrightened, petrified, and poisoned conditions.", :key :machine-sacrifice-clockwork-, :school "necromancy", :name "Machine Sacrifice (Clockwork)", :duration "Concentration, up to 1 minute", :level 8, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true, :material true, :material-component "a construct with a least 3 hit die, which is consumed in the casting"}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :repair-metal-clockwork- {:description "A damaged construct or metal object regains 1d8 + 5\nhit points when this spell is cast on it.\nAt Higher Levels: The spell restores 2d8 + 10 hit\npoints at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20\nat 8th level.", :key :repair-metal-clockwork-, :school "transmutation", :name "Repair Metal (Clockwork)", :duration "Instantaneous", :level 2, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material false, :material-component ""}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :mechanical-union-clockwork- {:description "You can take control of a construct by voice or mental\ncommands. The construct makes a Wisdom saving\nthrow to resist the spell, and it gets advantage on the\nsaving throw if its CR equals or exceeds your level\nin the class used to cast this spell. Once a command\nis given, the construct does everything it can to\ncomplete the command. Giving a new command\ntakes an action. Constructs will risk harm, even go\ninto combat, on your orders but will not self-destruct;\ngiving such an order ends the spell.", :key :mechanical-union-clockwork-, :school "transmutation", :name "Mechanical Union (Clockwork)", :duration "Concentration, up to 1 hour.", :level 5, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a tiny hammer and adamantine spike worth 100 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :imbue-spell-clockwork- {:description "This ritual allows you to imbue a spell of 1st through\n3rd level that has a casting time of 1 action or less\nonto a gear worth 100 gp per level of spell you are\nimbuing. At the end of the ritual, the gear is placed\ninto a piece of clockwork that includes a timer or\ntrigger mechanism. When the timer or trigger goes\noff, the spell is cast. If the range of the spell was\nTouch, it effects only a target touching the device.\nIf the spell had a range in feet, the spell is cast on\nthe closest viable target within range, based on the\nnature of the spell. Spells with a range of Self or Sight\ncan’t be imbued. If the gear is placed with a timer, it\nactivates when the time elapses regardless of whether\na legitimate target is available.\n\nAt Higher Levels: You can perform this ritual as a 7th\nlevel spell to imbue a spell of 4th or 5th level.", :key :imbue-spell-clockwork-, :school "transmutation", :name "Imbue Spell (Clockwork)", :duration "Instantaneous", :level 5, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a specially designed gear worth 100 gp per spell level - see description"}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :read-memory-clockwork- {:description "You copy the memories of one memory gear into\nyour own mind. You recall these memories as if you\nhad experienced them but without any emotional\nattachment or context.", :key :read-memory-clockwork-, :school "divination", :name "Read Memory (Clockwork)", :duration "Instantaneous", :level 4, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a memory gear from a gearforged"}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A damaged construct or metal object regains 1d8 + 5\nhit points when this spell is cast on it.\nAt Higher Levels: The spell restores 2d8 + 10 hit\npoints at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20\nat 8th level.", :key :read-memory-clockwork-, :school "transmutation", :name "Read Memory (Clockwork)", :duration "Instantaneous", :level 2, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a memory gear from a gearforged"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}], :casting-time "10 minutes", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :find-familiar-clockwork-varient- {:description "As with other familiars, the creature only seems\nto be made of clockwork elements, and it is a\nspirit given the seeming of matter by magic.\nUnlike other familiars, it is not celestial, fey, or\nfiend; instead, it has the construct type.\nIf the familiar is destroyed its material\nform dissipates, though the same spirit can\nbe summoned again by casting the spell\nand substituting the charm in place of the\nclockworks. The newly molded charm can\nhave any of the listed forms and need not be\nthe same as the destroyed familiar.", :key :find-familiar-clockwork-varient-, :school "conjuration", :name "Find Familiar (Clockwork Varient)", :duration "Instantaneous", :level 1, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "10 gp worth of clockwork gears, springs, or other components melted in a crucible and molded into a charm shaped like the familiar"}, :ritual true, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A damaged construct or metal object regains 1d8 + 5\nhit points when this spell is cast on it.\nAt Higher Levels: The spell restores 2d8 + 10 hit\npoints at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20\nat 8th level.", :key :read-memory-clockwork-, :school "transmutation", :name "Read Memory (Clockwork)", :duration "Instantaneous", :level 2, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a memory gear from a gearforged"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}], :casting-time "1 hour", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "10 feet"}, :catapult-clockwork- {:description "You magically hurl an object or creature weighing\n500 lb. or less 40 feet through the air in a direction of\nyour choosing (including straight up). Objects hurled\nat specific targets require a spell attack roll to hit. A\nthrown creature takes 6d10 bludgeoning damage\nfrom the force of the throw plus any appropriate\nfalling damage, and lands prone. If the target of the\nspell is thrown against another creature, the total\ndamage is divided evenly between them and both\ncreatures are knocked prone.\nAt Higher Levels: When you cast this spell using a\nhigher level spell slot, each additional level increases\nthe damage by 1d10, the distance thrown by 10 feet,\nand the weight thrown by 100 lb.", :key :catapult-clockwork-, :school "transmutation", :name "Catapult (Clockwork)", :duration "Instantaneous", :level 6, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a small platinum lever and fulcrum worth 400 gp"}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "400 feet"}, :soul-of-the-machine-clockwork- {:description "One willing creature you touch becomes immune\nto mind-altering effects and psychic damage for the\nspell’s duration.", :key :soul-of-the-machine-clockwork-, :school "abjuration", :name "Soul of the Machine (Clockwork)", :duration "Concentration, up to 1 hour", :level 3, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material false, :material-component ""}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :time-in-a-bottle-clockwork- {:description "You designate a spot within your sight. Time comes\nunder your control in a 20-foot radius centered\non that spot. You can freeze it, reverse it, or move\nit forward by as much as 1 minute as long as you\nmaintain concentration. Nothing and no one,\nyourself included, can enter the field or affect what\nhappens inside it. You can choose to end the effect\nat any moment on your turn, and events progress\nnaturally from there.", :key :time-in-a-bottle-clockwork-, :school "transmutation", :name "Time in a Bottle (Clockwork)", :duration "Concentration, up to 1 minute", :level 9, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic false, :material false, :material-component ""}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Sight"}, :overclock-clockwork- {:description "You cause a targeted piece of clockwork to speed up\npast the point of control for the duration of the spell.\nThe targeted clockwork can’t cast spells with verbal\ncomponents or even communicate effectively (all its\nutterances sound like grinding gears). At the start\nof each of its turns, the target must make a Wisdom\nsaving throw. If the saving throw fails, the clockwork\nmoves at three times its normal speed in a random\ndirection and then its turn ends; it can’t perform any\nother actions. If the saving throw succeeds, then until\nthe end of its turn, the clockwork’s speed is doubled\nand it gains an additional action, which must be\nAttack (one weapon attack only), Dash, Disengage,\nHide, or Use an Object. When the spell ends, the\nclockwork takes 2d8 force damage.", :key :overclock-clockwork-, :school "transmutation", :name "Overclock (Clockwork)", :duration "Concentration, up to 1 minute", :level 3, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a clock key"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :move-the-cosmic-wheel-clockwork- {:description "You wind your music box and call forth a piece\nof another plane of existence with which you are\nfamiliar, either through personal experience or\nintense study. The magic creates a bubble of space with\na 30-foot radius within range of you and at a spot you\ndesignate. The portion of your plane that’s inside the\nbubble swaps places with a corresponding portion of\nthe plane your music box is attuned with.\nThere is a 10% chance that the portion of the\nplane you summon arrives with native creatures on\nit. Inanimate objects and non-ambulatory life (like\ntrees) are cut off at the edge of the bubble, while living\ncreatures that don’t fit inside the bubble are shunted\noutside of it before the swap occurs. Otherwise,\ncreatures from both planes that are caught inside the\nbubble are sent along with their chunk of reality to\nthe other plane for the duration of the spell unless\nthey make a successful Charisma saving throw when\nthe spell is cast; with a successful save, a creature can\nchoose whether to shift planes with the bubble or leap\noutside of it a moment before the shift occurs.\nAny natural reaction between the two planes occurs\nnormally (fire spreads, water flows, etc.) while energy\n(such as necrotic energy) leaks slowly across the edge\nof the sphere (no more than a foot or two per hour).\nOtherwise, creatures and effects can move freely\nacross the boundary of the sphere; for the duration of\nthe spell, it becomes a part of its new location to the\nfullest extent possible, given the natures of the two\nplanes. The two displaced bubbles shift back to their\noriginal places automatically after 24 hours.\nNote that the amount of preparation involved\n(acquiring and attuning the music box) precludes\nthis spell from being cast on the spur of the moment.\nBecause of its unpredictable and potentially wideranging\neffect, it’s also advisable to discuss your\ninterest in this spell with your GM before adding it to\nyour character’s repertoire.", :key :move-the-cosmic-wheel-clockwork-, :school "conjuration", :name "Move the Cosmic Wheel (Clockwork)", :duration "24 hours", :level 8, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a music box worth at least 250 gp attuned to a particular plane of existence"}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :soulforging-clockwork- {:description "You and a willing humanoid subject must chant an incantation in unison during the entire casting time. At the end of this period the subject’s soul and consciousness leave its body. The subject must make a DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, allowing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the subject’s soul is traumatically drawn back to its body; the subject immediately drops to 0 hit points and is dying. If the save succeeds, the subject’s soul is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a gearforged. It loses all of its previous racial traits and gains gearfoged traits. The subject’s original body dies and cannot be returned to life by any means unless its soul is freed from the soul gem. If the spellcaster dies during a soulforging, the subject also dies and its soul becomes a wraith. Up to four other spellcasters of at least 5th level can assist you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.", :key :soulforging-clockwork-, :school "necromancy", :name "Soulforging (Clockwork)", :duration "Instantaneous", :level 5, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a complete mechanical body worth 10,000 gp"}, :casting-time "1 hour (see below)", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :gear-shield-clockwork- {:description "You cause a handful of gears to orbit the target’s\nbody. These shield the spell’s target from incoming\nattacks, granting a +2 bonus to AC and to Dexterity\nand Constitution saving throws for the duration,\nwithout hindering the subject’s movement, vision, or\noutgoing attacks.", :key :gear-shield-clockwork-, :school "abjuration", :name "Gear Shield (Clockwork)", :duration "1 minutes", :level 1, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true, :material true, :material-component "a handful of gears and sprockets worth 5 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :find-the-flaw-clockwork- {:description "You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.", :key :find-the-flaw-clockwork-, :school "divination", :name "Find the Flaw (Clockwork)", :duration "Instantaneous", :level 1, :option-pack "DM Clockwork Magic", :components {:material-component "a broken gear", :somatic true, :material true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Touch"}, :machines-load-clockwork- {:description "You touch a creature and give it the capacity to\ncarry, lift, push, or drag weight as if it were one size\ncategory larger. If you’re using the encumbrance\nrules, the target is not subject to penalties for weight.\nFurthermore, the subject can carry loads that would\nnormally be unwieldy.\n\nAt Higher Levels: When you cast this spell using\na spell slot higher than 1st, you can touch one\nadditional creature for each spell level.", :key :machines-load-clockwork-, :school "transmutation", :name "Machine's Load (Clockwork)", :duration "Concentration, up to 1 minute", :level 1, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true, :material true, :material-component "a 1-lb weight"}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :gear-barrage-clockwork- {:description "You create a burst of magically-propelled gears. Each\ncreature within a 60-foot cone takes 3d8 slashing\ndamage, or half damage with a successful Dexterity\nsaving throw. Constructs have disadvantage on the\nsaving throw.", :key :gear-barrage-clockwork-, :school "conjuration", :name "Gear Barrage (Clockwork)", :duration "Instantaneous", :level 3, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true, :material true, :material-component "a handful of gears and sprockets worth 5 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60-foot cone"}, :call-the-hunter-clockwork- {:description "You detach a portion of your soul to become the\nembodiment of justice in the form of a clockwork\noutsider known as a Zelekhut who will serve at\nyour commands for the duration, so long as those\ncommands are consistent with its desire to punish\nwrongdoers. You may give the creature commands as\na bonus action; it acts either immediately before or\nafter you.", :key :call-the-hunter-clockwork-, :school "conjuration", :name "Call the Hunter (Clockwork)", :duration "Concentration, up to 10 minutes", :level 8, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90 feet"}, :gremlins-clockwork- {:description "You target a construct and summon a plague of\ninvisible spirits to harass it. The target resists the spell\nand negates its effect with a successful Wisdom saving\nthrow. While the spell remains in effect, the construct\nhas disadvantage on attack rolls, ability checks,\nand saving throws, and it takes 3d8 force damage\nat the start of each of its turns as it is magically\ndisassembled by the spirits.\n\nAt Higher Levels: When you cast this spell using a\nspell slot of 5th or higher, the damage increases by 1d8\nfor each slot above 4th.", :key :gremlins-clockwork-, :school "conjuration", :name "Gremlins (Clockwork)", :duration "Concentration, up to 1 minute", :level 4, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true, :material true, :material-component "a single gear"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :sphere-of-order-clockwork- {:description "You surround yourself with the perfect order of clockwork. Chaotic creatures that start their turn in the area or enter it on their turn take 5d8 psychic\ndamage. The damage is 8d8 for Chaotic aberrations,\ncelestials, elementals, and fiends. A successful\nWisdom saving throw halves the damage, but Chaotic\ncreatures (the only ones affected by the spell) make the\nsaving throw with disadvantage.", :key :sphere-of-order-clockwork-, :school "evocation", :name "Sphere of Order (Clockwork)", :duration "1 round", :level 6, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material false, :material-component ""}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-ft radius)"}, :robe-of-shards-clockwork- {:description "You create a robe of metal shards, gears, and cogs that\nprovides a base AC of 14 + your Dexterity modifier.\nAs a bonus action while protected by a robe of shards,\nyou can command bits of metal from a fallen foe to\nbe absorbed by your robe; each infusion of metal\nincreases your AC by 1, to a maximum of 18 +\nDexterity modifier. You can also use a bonus action\nto dispel the robe, causing it to explode into a shower\nof flying metal that does 8d6 slashing damage, +1d6\nper point of basic (non-Dexterity) AC above 14, to all\ncreatures within 30 feet of you.", :key :robe-of-shards-clockwork-, :school "abjuration", :name "Robe of Shards (Clockwork)", :duration "1 minute", :level 6, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a metal shard"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :steam-whistle-clockwork- {:description "You open your mouth and unleash a shattering\nscream. All other creatures in a 30-foot radius take\n10d10 thunder damage and are deafened for 1d8\nhours. A successful Constitution saving throw halves\nthe damage and reduces deafness to 1d8 rounds.", :key :steam-whistle-clockwork-, :school "evocation", :name "Steam Whistle (Clockwork)", :duration "Instantaneous", :level 8, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a small brass whistle"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (30-ft radius)"}, :armored-heart-clockwork- {:description "The targeted creature gains resistance to\nbludgeoning, slashing, and piercing damage. This\nresistance can be overcome with adamantine or\nmagical weapons.", :key :armored-heart-clockwork-, :school "conjuration", :name "Armored Heart (Clockwork)", :duration "1 round", :level 2, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "5 gp worth of mithral dust sprinkled on the target's skin"}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :grinding-gears-clockwork- {:description "You designate a spot within range, and massive gears\nemerge from the ground at that spot, creating difficult\nterrain in a 20-foot radius. Creatures that move in the\narea must make successful Dexterity saving throws\nafter every 10 feet of movement or when they stand\nup. Failure indicates that the creature falls prone and\ntakes 1d8 points of bludgeoning damage.", :key :grinding-gears-clockwork-, :school "evocation", :name "Grinding Gears (Clockwork)", :duration "Concentration, up to 1 minute", :level 4, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true, :material true, :material-component "a single gear"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :contagion-clockwork-varient- {:description "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.\n\nAt the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.\n\nSince this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.\n\nBlinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.\n\nFilth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.\n\nFlesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\n\nMindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.\n\nRust. The creature's skin peels off, revealing rusted metal. All effects that restore HP are halved for the creature, including long rests. They must succeed a DC 10 Constitution saving throw, or suffer 1 Dexterity damage. They can repeat the saving throw once every 24 hours. Constructs infected with Rust have disadvantage on all saving throws.\n\nSeizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.\n\nSlimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.", :key :contagion-clockwork-varient-, :school "necromancy", :name "Contagion (Clockwork Varient)", :duration "7 days", :level 5, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :lock-armor-clockwork- {:description "You target a piece of metal equipment or a metal\nconstruct. If the target is a creature wearing metal\narmor or is a construct, it makes a Wisdom saving\nthrow to negate the effect. If the saving throw fails,\nthe spell makes metal cling to metal, making it\nimpossible to move pieces against each other. This\neffectively paralyzes a creature that is made of metal\nor that is wearing metal armor with moving pieces;\nfor example, scale mail would lock up because the\nscales must slide across each other, but a breastplate\nwould be unaffected. Limited movement might still\nbe possible, depending on how extensive the armor is,\nand speech is usually not affected. Metal constructs\nare completely paralyzed. An affected creature or\nconstruct repeats the saving throw at the end of\neach of its turns, ending the effect on itself with a\nsuccess, though constructs make this saving throw\nwith disadvantage. A grease spell dispels lock armor on\neverything in its area of effect.\n\nAt Higher Levels: When casting this spell using a\n3rd level slot or higher, you may target 1 additional\ncreature or item per level.", :key :lock-armor-clockwork-, :school "transmutation", :name "Lock Armor (Clockwork)", :duration "Concentration, up to 1 minute", :level 2, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true, :material true, :material-component "a pinch of rust and metal shavings"}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :analyze-device-clockwork- {:description "You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.", :key :analyze-device-clockwork-, :school "divination", :name "Analyze Device (Clockwork)", :duration "Instantaneous", :level 1, :option-pack "DM Clockwork Magic", :components {:material-component "a complete set of clockworker's tools", :somatic true, :verbal true, :material true}, :casting-time "1 hour", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :hellforging-clockwork- {:description "You spend an hour calling forth a disembodied evil\nspirit. At the end of that time, the summoned spirit\nmust make a Charisma saving throw. If the saving\nthrow succeeds, you take 2d10 psychic damage plus\n2d10 necrotic damage from waves of uncontrolled\nenergy rippling out from the disembodied spirit. You\ncan maintain the spell, forcing the subject to repeat\nthe saving throw at the end of each of your turns, with\nthe same consequence to you for each failure. If you\nchoose not to maintain the spell or are unable to do\nso, the evil spirit returns to its place of torment and\ncannot be recalled.\nIf the saving throw fails, the summoned spirit is\ntransferred into the waiting soul gem and immediately\nanimates the constructed body. The subject is now a\nhellforged; it loses all of its previous racial traits and\ngains gearforged traits except as follows:\nVulnerability: Hellforged are vulnerable to radiant\ndamage.\nEvil Mind: Hellforged have disadvantage on saving\nthrows against spells and abilities of evil fiends or\naberrations that effect the mind or behavior.\nPast Life: The hellforged retains only a vague sense\nof who it was in its former existence, but these\nmemories are enough for it to gain proficiency in\none skill.\nLanguages: Hellforged speak Common, Machine\nSpeech, and Infernal or Abyssal\nUp to four other spellcasters of at least 5th level can\nassist you in the ritual. Each assistant increases the\nDC of the Charisma saving throw by 1. In the event\nof a failed saving throw, the spellcaster and each\nassistant take damage. An assistant who drops out of\nthe casting can’t rejoin.", :key :hellforging-clockwork-, :school "necromancy", :name "Hellforging (Clockwork)", :duration "Instantaneous", :level 7, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a complete mechanical body worth 10,000 gp inscribed with demonic runes and containing a ready soul gem"}, :ritual true, :casting-time "1 hour (see description)", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :winding-key-clockwork- {:description "You target a construct, giving it an extra action or\nmove on each of its turns.", :key :winding-key-clockwork-, :school "transmutation", :name "Winding Key (Clockwork)", :duration "Concentration, up to 1 minute", :level 2, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic false, :material true, :material-component "an ornately carved silver key worth 50 gp"}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :tick-stop-clockwork- {:description "You speak a word and the target construct can take\none action or bonus action on its next turn, but not\nboth. The construct is immune to further tick stops\nfrom the same caster for 24 hours.", :key :tick-stop-clockwork-, :school "transmutation", :name "Tick Stop (Clockwork)", :duration "1 round", :level 0, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic false, :material false, :material-component ""}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :armored-shell-clockwork- {:description "This spell creates a suit of magical studded leather\narmor (AC 12). It does not grant you proficiency\nin its use. Casters without the appropriate armor\nproficiency suffer disadvantage on any ability check,\nsaving throw, or attack roll that involves Strength or\nDexterity and cannot cast spells.\nAt Higher Levels: Casting armored shell using a\nhigher-level spell slot creates stronger armor: a chain\nshirt (AC 13) at level 2, scale mail (AC 14) at level 3,\nchain mail (AC 16) at level 4, and plate armor (AC 18)\nat level 5.", :key :armored-shell-clockwork-, :school "conjuration", :name "Armored Shell (Clockwork)", :duration "Concentration, up to 1 hour", :level 1, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "rivet"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :thousand-darts-clockwork- {:description "You launch thousands of needlelike darts in a 5-footwide\nline at a target. Creatures in the line take 6d6\npiercing damage, or half damage with a successful\nDexterity saving throw. The primary target of the\nneedles makes the saving throw with disadvantage.\nAt Higher Levels: When you cast this spell using a\nspell slot of 4th level or higher, add 1d6 to the damage\nper spell level.", :key :thousand-darts-clockwork-, :school "evocation", :name "Thousand Darts (Clockwork)", :duration "Instantaneous", :level 3, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "mithril dart worth 25 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (120-foot line)"}, :molechs-blessing-clockwork- {:description "You call upon the dark blessings of the furnace god\nMolech. In an hour-long ritual begun at midnight,\nyou dedicate a living being to Molech by branding the\ndeity’s symbol onto the victim’s forehead. If the ritual\nis completed and the victim fails to make a successful\nWisdom saving throw (or the victim chooses not to\nmake one), the being is transformed into an avatar of\nMolech under your control.\nThe avatar is 8 feet tall and appears to be made of\nblack iron wreathed in flames. Its eyes, mouth, and a\nportion of its torso are cut away to show the churning\nfire inside that crackles with wailing voices. The\navatar has all the statistics and abilities of an earth\nelemental, with the following differences:\n• Alignment is Neutral Evil;\n• Speed is 50 feet and it cannot burrow or use earth\nglide;\n• it gains the fire form ability of a fire elemental, but\nit cannot squeeze through small spaces;\n• its Slam does an additional 1d10 fire damage.\nThis transformation lasts for 24 hours. At the end of\nthat time, the subject returns to its normal state and\ntakes 77 (14d10) fire damage, or half damage with a\nsuccessful DC 15 Constitution saving throw.", :key :molechs-blessing-clockwork-, :school "transmutation", :name "Molech's Blessing (Clockwork)", :duration "Instantaneous", :level 5, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a sentient being and a branding iron with Molech's symbol"}, :ritual false, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :timeless-engine-clockwork- {:description "You halt the normal processes of degradation and\nwear in a nonmagical clockwork device, making\nnormal maintenance unnecessary and slowing fuel\nconsumption to 1/10th of normal. For magical\ndevices and constructs, the spell greatly reduces wear.\nA magical clockwork device, machine, or creature that\nnormally needs daily maintenance only needs care once\na year; if it previously needed monthly maintenance, it\nnow requires attention only once a decade.", :key :timeless-engine-clockwork-, :school "transmutation", :name "Timeless Engine (Clockwork)", :duration "Until dispelled", :level 7, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material false, :material-component ""}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :absolute-command-clockwork- {:description "You can control a construct you have built with a\nchallenge rating of 6 or less. You can manipulate\nobjects with your construct as precisely as\nits construction allows, and you perceive its\nsurroundings through its sensory inputs as if you\ninhabited its body.\nThe construct uses the caster’s Proficiency bonus\n(modified by the construct’s Strength and Dexterity\nscores). You can use the manipulators of the construct\nto perform any number of skill-based tasks, using the\nconstruct’s Strength and Dexterity modifiers when\nusing skills based on those particular abilities.\nYour body remains immobile, as if paralyzed, for\nthe duration of the spell. The construct must remain\nwithin 100 feet of you. If it moves beyond this\ndistance, the spell immediately ends and the caster’s\nmind returns to his or her body.\nAt Higher Levels: When you cast this spell using\nhigher-level spell slots, you may control a construct\nwith a challenge rating 2 higher for each slot level you\nuse above 4th. The construct’s range also increases by\n10 feet for each slot level.", :key :absolute-command-clockwork-, :school "transmutation", :name "Absolute Command (Clockwork)", :duration "Concentration, up to 10 minutes.", :level 4, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a pair of small gloves fitted with a conduit and worth 100 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :tireless-clockwork- {:description "You grant machinelike stamina to the target. The\ntarget requires no food or drink or rest. It can move\nat three times its normal speed overland and perform\nthree times the usual amount of labor or read at three\ntimes the normal rate. Creatures under the effect\nof the spell are immune to nonmagical exhaustion\nand suffer no consequences for not sleeping or for\noverexertion. This spell does not reduce or prevent\nmagical fatigue or magical exhaustion.", :key :tireless-clockwork-, :school "transmutation", :name "Tireless (Clockwork)", :duration "24 hours", :level 1, :option-pack "DM Clockwork Magic", :components {:verbal false, :somatic true, :material true, :material-component "ever-wound spring worth 50 gp"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :animate-construct-clockwork- {:description "This spell animates a carefully prepared construct of\nTiny size. The object acts immediately, on your turn,\nand can attack your opponents to the best of its ability.\nYou can direct it not to attack, to attack particular\nenemies, or to perform other actions. You choose the\nobject to animate, and you can change that choice\neach time you cast the spell. The cost of the body to\nbe animated is 10 gp x its hit points. The body can be\nreused any number of times, provided it isn’t severely\ndamaged or destroyed.\nIf no prepared construct body is available, you\ncan animate a mass of loose metal or stone instead.\nBefore casting, the loose objects must be arranged\nin a suitable shape (taking up to a minute), and the\nconstruct’s hit points are halved.\nAn animated construct has a Constitution of 10,\nIntelligence and Wisdom 3, and Charisma 1. Other\ncharacteristics are determined by the construct’s size. See the Animated Construct Statistics on pg.9 (https://img.4plebs.org/boards/tg/image/1471/84/1471840560973.pdf)\n", :key :animate-construct-clockwork-, :school "transmutation", :name "Animate Construct (Clockwork)", :duration "Concentration, up to 10 minutes.", :level 1, :option-pack "DM Clockwork Magic", :components {:verbal true, :somatic true, :material true, :material-component "a construct body of appropriate size"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}}, :orcpub.dnd.e5/monsters {:summoned-zelekhut {:key :summoned-zelekhut, :int 17, :speed "fly 40 ft.", :name "Summoned Zelekhut", :alignment "lawful good", :cha 15, :hit-points {:die-count 11, :die 8, :modifier 33}, :type :construct, :size :medium, :option-pack "DM Clockwork Magic", :armor-class 19, :str 21, :challenge 7, :con 16, :dex 11, :wis 17, :props {:language {:common true, :celestial true}, :damage-immunity {:poison true, :bludgeoning true, :piercing true, :slashing true}, :condition-immunity {:charmed true, :frightened true, :paralyzed true, :restrained false, :petrified true, :poisoned true}}, :traits [{:name "Senses", :description "passive Perception 13"} {:name "Magic Resistance", :description "The zelekhut has advantage on saving throws against spell and other magical effects."} {:type :action, :name "Multiattack", :description "The zelekhut makes two spiked chain attacks."} {:name "Spiked Chain", :type :action, :description "Melee Weapon Attack: +8 to hit, reach 10\nft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7\n(2d6) lightning damage."}]}}, :orcpub.dnd.e5/subclasses {:clockwork-domain {:class :cleric, :traits [{:name "Blessing of the Gears", :description "You have advantage on attacks against clockwork creatures and other constructs."} {:level 2, :name "Channel Divinity: Construct Mastery", :description "As an action, you can use your Channel Divinity to force one construct within 30 feet of you to make a Wisdom saving throw. On a failure, the construct becomes friendly to you and obeys your commands for 1 minute or until it takes damage from you or your allies. \nIf the the saving throw by 5 or more, the duration is extended to 1 hour, until you use this ability again, or until the construct takes damage from you or your allies. When the effect ends, the construct is aware it was magically controlled by you."} {:level 6, :name "Improved Mending", :description "Spells you use to heal or repair clockwork creatures, constructs, and objects restore the maximum possible HP."} {:level 8, :name "Channel Magic", :description "You can choose one construct you control as a channel for your magic. You can cast spells with the range of Self on that creature, and that creature can be the origin of your Touch-ranged spells. These abilities only work so long as that creature is within 60 feet of you."} {:name "Clockwork Apotheosis", :level 17, :description "As an action, you can merge with a construct under your control for 1 minute. Your HP is restored as if you had a long rest, but no other class feature. For the duration you gain all of the immunities and qualities of the construct, and you can cast spells, use class features, and communicate normally even if the construct would not be able to do so. (Once per long rest)"}], :level-modifiers [{:type :armor-prof, :value :heavy} {:type :tool-prof, :value :tinkers-tools}], :name "Clockwork Domain", :option-pack "DM Clockwork Magic", :cleric-spells {1 {0 :analyze-device-clockwork-, 1 :pendulum-clockwork-}, 2 {0 :repair-metal-clockwork-, 1 :winding-key-clockwork-}, 3 {0 :overclock-clockwork-, 1 :soul-of-the-machine-clockwork-}, 4 {0 :read-memory-clockwork-, 1 :steam-blast-clockwork-}, 5 {0 :mechanical-union-clockwork-, 1 :mass-repair-metal-clockwork-}}, :key :clockwork-domain}, :the-great-machine {:class :warlock, :traits [{:name "Clock's Unwinding", :description "At the start of another creature's turn (friend or foe), before that creature moves or takes any action, you can shift your position in initiative to immediately before that creature. If you haven't taken your turn yet this round, you do so. If you have already acted this round, you can either move or take one action. You retain this new spot in initiative. (Once per rest)"} {:level 6, :name "Machinelike Precision", :description "When you with an attack, you can choose to reroll the attack with advantage. (Once per rest)"} {:level 10, :name "Mind of Gears", :description "Your thoughts cannot be read unless you choose to allow it."} {:level 14, :name "Crushing Gears", :description "As an action, choose one creature within 60 feet. It must succeed a Charisma saving throw or suffer 10d10 psychic damage, and make another Charisma saving throw. If they fail the 2nd saving throw, they are stunned for 1 minute. (Once per rest)"} {:name "Pacts", :description "Pact of the Chain: Your familiar retains its normal statistics, but is of the Construct type.\nPact of the Blade: Your pact weapon is a thing of clockwork and gears, changing shape as it unfolds for combat.\nPact of the Tome: The Great Machine grants you a pocket-sized device with arcane cogs, if new cantrips are added, the Warlock can add new gears instead of the usual process."}], :level-modifiers [{:type :damage-immunity, :level 10, :value :psychic}], :name "The Great Machine", :option-pack "DM Clockwork Magic", :warlock-spells {1 {0 :pendulum-clockwork-, 1 :tireless-clockwork-}, 2 {0 :armored-heart-clockwork-, 1 :lock-armor-clockwork-}, 3 {0 :protection-from-energy, 1 :thousand-darts-clockwork-}, 4 {0 :fabricate, 1 :steam-blast-clockwork-}, 5 {0 :animate-objects, 1 :mechanical-union-clockwork-}}, :key :the-great-machine}, :clockwork-mage {:class :wizard, :traits [{:name "Clockwork Savant", :level 2, :description "The gold and time to copy a clockwork spell into your spell book is halved."} {:level 2, :name "Clockworker's Charm", :description "When you cast an Animate Construct spell, increase the duration by a number of minutes = your proficiency bonus. At 20th level, you can make the spell permanent until dispelled but cannot have more than one permanent construct at a time."} {:level 6, :name "Metal Shape", :description "When you grasp a piece of metal of Small size or smaller, you can alter its form into any shape that suits your purpose. The metal must be in your hands and under your control. To create a specific object, such as a key, you must be completely familiar with it. Objects you create can have up to two hinges and a latch, but finer detail is impossible. You can use this feature to the same effect as the Repair Metal spell once per rest."} {:level 10, :name "Golem Form", :description "As an action, you can transform into a living construct whose CR is less than or equal to your level for 1 minute. You retain your Intelligence, Wisdom, and Charisma as well as the ability to speak and cast spells. Otherwise, this ability functions like a druid's Wild Shape."} {:name "Clockwork Mastery", :level 14, :description "As an action, you can force one construct you can see within 60 feet to make an Intelligence saving throw. On a failure, the construct become friendly to you and obeys your commands for 1 hour, until you sue this ability again, or until it takes damage from you or your allies. If the saving throw fails by 5 or more, the duration is extended to 6 hours or until one of the other conditions is fulfilled. When the effect ends, the construct is aware it was controlled by you."}], :level-modifiers [], :name "Clockwork Mage", :option-pack "DM Clockwork Magic", :key :clockwork-mage}}, :orcpub.dnd.e5/invocations {:cloud-of-cogs {:name "Cloud of Cogs", :option-pack "DM Clockwork Magic", :description "Prerequisite: 3rd level, Great Machine patron\nYou can cast the clockwork spell Gear Barrage once using a warlock spell slot. (Once per long rest)", :key :cloud-of-cogs}, :heat-of-the-furnace {:name "Heat of the Furnace", :option-pack "DM Clockwork Magic", :description "Prerequisite: 3rd level, Great Machine patron\nAs long as you maintain concentration, your melee attacks do an additional 1d6 fire damage. Creatures within 5 feet who hit you with melee attacks take 1d6 fire damage.", :key :heat-of-the-furnace}, :voice-of-the-machine {:name "Voice of the Machine", :option-pack "DM Clockwork Magic", :description "Prerequisite: Great Machine Patron\nSpells you cast that charm or frighten creatures overcome the immunity of constructs to being charmed or frightened. Saving throws apply normally.", :key :voice-of-the-machine}}}, "KP - Deep Magic 14 - Elemental Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/selections {:elemental-focus {:key :elemental-focus, :name "Elemental Focus", :option-pack "KPDM 14 - Elemental Magic", :options [{:description "You learn Auran, and your Elemental Focus damage type is either Lightning.", :name "Air (Lightning)"} {:description "You learn Terran, and your Elemental Focus damage type is Acid.", :name "Earth"} {:description "You learn Ignan, and your Elemental Focus damage type is Fire.", :name "Fire"} {:description "You learn Aquan, and your Elemental Focus damage type is Cold.", :name "Water"} {:description "You learn Auran, and your Elemental Focus damage type is Thunder.", :name "Air (Thunder)"}]}, :elemental-heritage {:key :elemental-heritage, :name "Elemental Heritage", :option-pack "KPDM 14 - Elemental Magic", :options [{:description "You can speak Auran, and your damage type is either Lightning or Thunder.", :name "Air"} {:description "You can speak Terran, and your damage type is Bludgeoning.", :name "Earth"} {:description "You can speak Ignan, and your damage type is Fire.", :name "Fire"} {:description "You can speak Aquan, and your damage type is Cold.", :name "Water"}]}, :elemental-masteries {:key :elemental-masteries, :name "Elemental Masteries", :option-pack "KPDM 14 - Elemental Magic", :options [{:description "You can cast Plane Shift without using a spell slot, but only to travel to the elemental plane affiliated with your elemental focus. While there, you are immune to damage caused by the normal conditions of the plane, and you gain a movement option (burrow, fly, swim) most convenient for that plane. (Once per long rest)", :name "Elemental Adaptation (14th level)"} {:description "You can cast Planar Binding without using a spell slot, but only targeting an elemental creature associated with your elemental focus. If the elemental fails its saving throw, it gains temporary HP = your wizard level. (Once per long rest)", :name "Elemental Binding (10th level)"} {:description "You gain resistance to the damage type of your Elemental Focus, and advantage on Concentration checks to maintain spells that resonate with that element.", :name "Elemental Bulwark (6th level)"} {:description "As an action, you can target an elemental you can see within 30 feet. It must succeed a Wisdom saving throw or be charmed for up to 1 hour as long as you maintain concentration on it. If your companions damage the charmed elemental or take harmful actions against it the charm ends. A creature that succeeds on its saving throw, or if this ability ends for it, is immune to being charmed by you for 24 hours.", :name "Elemental Command"} {:description "When you deal damage of the same type as your elemental focus with a spell of 1st level or higher, the target becomes vulnerable to that damage type until the end of your next turn. (Twice per rest)", :name "Elemental Erosion (10th level)"} {:description "When you deal fire damage to a target with a spell of 1st level or higher, you can use a bonus action to ignite the target. Unless a creature takes an action to douse the flames, at the start of its next turn, the target takes 1/2 the damage it originally took from the spell and the flames go out. If you damage more than one target, choose one target to catch fire.", :name "Ignite"} {:description "When you damage a target with a spell that deals your elemental focus damage type, you ignore any resistance the target has to that damage type.", :name "Intensified Element"} {:description "When you damage to a target with a spell of 1st level or higher that deals your elemental focus damage type, the target must make a Constitution saving throw. On a failure, it takes 4d6 damage of the same type and is stunned until the start of its next turn, or 1/2 as much damage and the effect ends on a successful one. (Twice per rest)", :name "Overwhelming Onslaught (14th level)"} {:description "As a bonus action when you cast a spell of 1st level or higher, you create a slab of that provides 1/2 cover between you and one creature you see.", :name "Stony Refuge"} {:description "As a bonus action when you cast a spell of 1st level or higher, you can create a sweeping wav of water to push a target you see within 20 ft. The creature must succeed on a Strength saving throw or be pushed 5 ff in the direction of your choice and knocked prone.", :name "Sweeping Swell"} {:description "As a bonus action when you cast a spell of 1st level or higher, you can create a 20ft long, 5ft wide line of wind. Each creature in the line must succeed a Strength saving throw or take 1d6 slashing damage and be pushed 10ft away from you in the direction of the line.", :name "Wind Blast"}]}}, :orcpub.dnd.e5/spells {:frostbite {:description "You cause biting cold to settle around a creature you\ncan see. The creature must succeed on a Constitution\nsaving throw or take 4d8 cold damage, be reduced\nto half speed, and suffer disadvantage on attack rolls\nand ability checks. Creatures who are immune to cold\ndamage are unaffected by this spell.\nFor the duration, the target must repeat the saving\nthrow at the start of its turn. If the target passes three\nsaving throws against the spell, the spell ends. If no\ntargets are affected, the spell ends immediately.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 6th level or higher, you can target two\nadditional creatures for every slot level above 5th.", :key :frostbite, :school "evocation", :name "Frostbite", :duration "Concentration, up to 1 minute", :level 5, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "a strip of dried flesh that has been frozen at least once", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :flame-wave {:description "A rushing burst of fire rips out from you in a rolling\nwave, filling a 40-foot cone. Each creature in the area\nmust make a Dexterity saving throw. On a failed save,\na creature takes 6d8 fire damage and is pushed 20\nfeet away from you, or takes half as much damage and\nisn’t pushed on a successful one.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 5th level or higher, the damage increases\nby 1d8 for each slot level above 4th.", :key :flame-wave, :school "evocation", :name "Flame Wave", :duration "Instantaneous", :level 4, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "a drop of tar, pitch, or oil", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (40-foot cone)"}, :earthskimmer {:description "You cause earth and stone to rise up beneath your\nfeet, lifting you up to 5 feet. For the duration, you can\nuse your movement to cause the slab to skim along\nthe ground or another solid surface at a speed of 60\nfeet. This movement ignores difficult terrain. If you\nare pushed or moved against your will by any means\nother than teleporting, the slab moves with you.\nWhen you take the Dash action, until the end of\nyour turn you can enter the space of a creature up to\none size larger than yourself, and the creature must\nmake a Strength saving throw. A creature takes 4d6\nbludgeoning damage on a failed save and is knocked\nprone, or half as much damage and isn’t knocked\nprone on a successful one.", :key :earthskimmer, :school "transmutation", :name "Earthskimmer", :duration "Concentration, up to 1 minute", :level 4, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "a piece of shale or slate", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :tidal-barrier {:description "A swirling wave of seawater surrounds you, crashing\nand rolling in a 10-foot radius around your space.\nThe area is difficult terrain, and a creature that starts\nits turn in or enters the area must make a Strength\nsaving throw. On a failed save, the creature is pushed\n10 feet away from you, and its speed is reduced to 0\nuntil the start of its next turn.", :key :tidal-barrier, :school "abjuration", :name "Tidal Barrier", :duration "Concentration, up to 1 minute", :level 1, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "a piece of driftwood", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (10-foot radius)"}, :acid-rain {:description "You unleash a storm of swirling acid in a cylinder\n20-foot wide and 30-foot high centered on a point\nyou can see. The area is heavily obscured by driving\nrainfall. A creature that starts its turn in or enters the\narea for the first time must make a Dexterity saving\nthrow. On a failed save, the creature takes 6d6 acid\ndamage, or half as much damage on a successful one.\nWhen a creature leaves the area, it takes 3d6 acid\ndamage at the start of its next turn.\nAt Higher Levels. When you cast this spell using\na spell slot of 7th level or higher, the initial damage\nincreases by 2d6, and the secondary damage increases\nby 1d6 for every two slot levels above 5th.", :key :acid-rain, :school "conjuration", :name "Acid Rain", :duration "Concentration, up to 1 minute", :level 5, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "a drop of acid", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "150 feet"}, :caustic-torrent {:description "A swirling jet of acid sprays from you\nin a direction you choose. The acid\nfills a line that is 60-foot long and\n5-foot wide. Each creature in the area\nmust make a Dexterity saving throw.\nA creature takes 14d6 acid damage on a\nfailed save, or half as much damage on\na successful one. A creature reduced\nto 0 hit points by this spell is killed,\nand its body is liquefied. The line releases\ntoxic fumes, and each creature other than you\nwithin 5 feet of the line is poisoned for 1 minute.\nA poisoned creature can make a Constitution\nsaving throw at the end of its turn, ending the effect\non itself on a success.", :key :caustic-torrent, :school "conjuration", :name "Caustic Torrent", :duration "Instantaneous", :level 8, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "a chip of bone pitted by acid", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (60-foot line)"}, :pyroclasm {:description "You point toward an area of ground or similar surface\nwithin range. A geyser of lava erupts from the spot\nyou choose, creating a 5-foot wide, 40-foot high\ncylinder of lava centered on a point you can see. When\nit erupts, any creature either in the area or that starts\nits turn there must make a Dexterity saving throw. A\ncreature takes 10d8 fire damage on a failed save, or\nhalf as much damage on a successful one.\nAt the start of your turn, the lava spreads in a pool\ncentered at the base of the geyser. The first time it\nspreads, it creates a 10-foot radius of lava, and the\nradius increases by 10 feet each subsequent round to a\nmaximum radius of 50 feet. Creatures who start their\nturn in the pool take 5d8 fire damage.\nLava clings to a creature when it leaves the area,\nand it hardens into stone. The creature is reduced\nto half speed and has disadvantage on Dexterity\nsaving throws until a creature uses an action to\nbreak the hardened lava off. If you maintain your\nconcentration for the full minute, the lava geyser and\npool permanently harden into nonmagical stone.\nA creature in the hardened stone is restrained. The\nstone has an AC 17, 25 hit points, is resistant to all\ndamage except thunder, and is immune to poison\nand psychic damage. A restrained creature can break\nfree as an action with a successful DC 27 Strength\n(Athletics) check.", :key :pyroclasm, :school "evocation", :name "Pyroclasm", :duration "Concentration, up to 1 minute", :level 9, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "a shard of obsidian", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "500 feet"}, :blizzard {:description "A howling storm of thick snow and ice crystals\nappears in a 40-foot wide, 40-foot high cylinder. The\narea is heavily obscured by swirling snow. When the\nstorm appears, each creature in the area must make a\nConstitution saving throw. A creature takes 8d8 cold\ndamage on a failed save, or half as much damage on\na successful one. A creature must also make this save\nwhen it enters the area for the first time or ends its\nturn there.\n\nA creature who takes cold damage from this spell has\ndisadvantage on Constitution saving throws made to\nmaintain concentration until the start of its next turn.", :key :blizzard, :school "conjuration", :name "Blizzard", :duration "Concentration, up to 1 minute", :level 7, :option-pack "KPDM 14 - Elemental Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "100 feet"}, :frozen-razors {:description "Razor sharp blades of ice erupt out of the ground or\nanother surface in a 20-foot cube, centered on a point\nyou can see within range. For the duration, the area is\nlightly obscured and difficult terrain. A creature that\nmoves more than 5 feet on a turn within the area, or\ninto the area, must make a Dexterity saving throw.\nOn a failed save, the creature takes 2d6 slashing\ndamage and 3d6 cold damage, or half as much\ndamage on a successful one. A creature that takes cold\ndamage from this spell is reduced to half speed until\nthe start of its next turn.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 4th level or higher, the damage increases\nby 1d6 for each slot level above 3rd.", :key :frozen-razors, :school "evocation", :name "Frozen Razors", :duration "Concentration, up to 1 minute", :level 3, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "a water from a melted icicle", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :pummelstone {:description "You cause a fist-sized chunk of stone to appear and\nhurl itself into the target. Make a ranged spell attack.\nOn a hit, the target takes 1d6 bludgeoning damage.\nDuring its next turn when it makes an attack roll or\nability check, the target must roll a d4 and subtract\nthe result from the check.\n\nThe spell’s damage increases by 1d6 when you reach\n5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :pummelstone, :school "conjuration", :name "Pummelstone", :duration "Instantaneous", :level 0, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "a pebble", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :drown {:description "Water swirls up in a sphere around a creature you\ncan see within range, forcing itself into the creature’s\nmouth and nose. The creature must make a Strength\nsaving throw. On a failed save, it is stunned until the\nstart of its next turn by the water entering its lungs.\nOn a successful save, the creature isn’t affected.\nAn affected creature can’t speak and begins to\nsuffocate. As an action, the creature can try to cough\nthe water out of its lungs by repeating the saving\nthrow. On a success, the spell ends. A creature that can\nbreathe water isn’t affected by this spell.", :key :drown, :school "conjuration", :name "Drown", :duration "Concentration, up to 1 minute", :level 6, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "water from the lungs of a drowned creature", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :rolling-thunder {:description "A tremendous bell note explodes from your\noutstretched hand and rolls forward in a line 30-\nfoot long and 5-foot wide. Each creature in the\nline must succeed on a Constitution saving throw\nor be deafened for 1 minute. A creature made of\ninorganic material, such as stone, crystal, or metal,\nhas disadvantage on saving throws against this spell.\nWhile a creature is deafened in this way, it is wreathed\nin thundering energy. It takes 2d8 thunder damage\nat the start of its turn, and its speed is halved. A\ndeafened creature can repeat the saving throw at the\nend of its turn, ending the effect on itself on a success.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level or higher, the damage increase\nby 1d8 for each slot level above 2nd.", :key :rolling-thunder, :school "evocation", :name "Rolling Thunder", :duration "Instantaneous", :level 2, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "a sliver of metal from a gong", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (30-foot line)"}, :entomb {:description "You cause slabs of rock to burst out of the ground or\nanother stone surface to form a 10-foot cube within\nrange. When the cube forms, a creature inside must\nsucceed on a Dexterity saving throw or be trapped in\nthe stone tomb. The tomb is airtight, with enough air\nfor a single Medium or Small creature to breathe for 8\nhours. Divide the time evenly between the number of\ncreatures trapped within. A Large creature counts as\nfour Medium creatures. If the creature is still trapped\ninside when the air runs out, it begins to suffocate.\nThe tomb has an AC 18 and 50 hit points. It is\nresistant to fire, cold, lightning, bludgeoning, and\nslashing damage, is immune to poison and psychic\ndamage, and is vulnerable to thunder damage. When\nreduced to 0 hit points, the tomb crumbles into\nharmless powder.", :key :entomb, :school "transmutation", :name "Entomb", :duration "8 hours", :level 6, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "a chip of granite", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :wind-tunnel {:description "You create a swirling tunnel of strong wind extending\nfrom yourself in a direction you choose. The tunnel\nis a line 60-foot long and 10-foot wide. The wind\nblows from you toward the end of the line, which is\nstationary once created. A creature in the line moving\nwith the wind adds 10 feet to its speed, and ranged\nweapon attacks fired with the wind don’t suffer\ndisadvantage due to long range. Creatures in the line\nmoving against the wind spend 2 feet of movement\nfor every 1 foot they move, and ranged weapon attacks\nfired through the line against the wind are made with\ndisadvantage.\nThe wind tunnel disperses gases and vapors,\nand it extinguishes candles, torches, and similar\nunprotected flames in the area. It causes protected\nflames, such as those of lanterns, to dance wildly and\nhas a 50 percent chance of extinguishing them.", :key :wind-tunnel, :school "evocation", :name "Wind Tunnel", :duration "Concentration, up to 1 minute", :level 1, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "a hollow reed or paper tube", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (60-foot line)"}, :wind-lash {:description "Your swift gesture creates a solid lash of howling\nwind. Make a melee spell attack against the target. On\na hit, the target takes 1d8 slashing damage from the\nshearing winds and is pushed 5 feet away from you.\n\nThe spell’s damage increases by 1d8 when you reach\n5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :wind-lash, :school "evocation", :name "Wind Lash", :duration "Instantaneous", :level 0, :option-pack "KPDM 14 - Elemental Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "20 feet"}, :spire-of-stone {:description "You cause a spire of rock to burst out of the ground,\nfloor, or another surface beneath your feet. The\nspire is as wide as your space, and lifting you, it can\nrise up to 20 feet in height. When the spire appears,\na creature within 5 feet of you must succeed on a\nDexterity saving throw or fall prone.\nAs a bonus action on your turn, you can cause the\nspire to rise or descend up to 20 feet to a maximum\nheight of 40 feet. If you move off of the spire, it\nimmediately collapses back into the ground. When\nthe spire disappears, it leaves the surface from which\nit sprang unharmed. You can create a new spire as a\nbonus action for the duration of the spell.", :key :spire-of-stone, :school "conjuration", :name "Spire of Stone", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "KPDM 14 - Elemental Magic", :components {:material true, :material-component "a small basalt cylinder", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :riptide {:description "With a sweeping gesture, you cause a great swell\nof water to rise up in a 20-foot tall, 20-foot radius\ncylinder centered on a point on the ground that\nyou can see. Each creature in the area must make a\nStrength saving throw. On a failed save, a creature is\nrestrained and suspended in the cylinder or moves\nto the nearest edge of cylinder on a successful one.\nAt the start of your next turn, you can direct the\ncurrent of the swell as it dissipates. Choose one of the\nfollowing options:\n\n• Riptide. The water in the cylinder flows in a\ndirection you choose, sweeping each creature in\nthe area to the edge of the cylinder. A creature\ntakes 3d8 bludgeoning damage and is pushed up\nto 40 feet in the chosen direction, or to the edge of\nthe cylinder, landing prone.\n\n• Undertow. The water rushes downward, pulling\neach creature in the area into an unoccupied space\nat the center. The creatures are knocked prone\nand must make a Constitution saving throw. On\na failed save a creature is stunned until the start of\nyour next turn", :key :riptide, :school "conjuration", :name "Riptide", :duration "1 round", :level 3, :option-pack "KPDM 14 - Elemental Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}}, :orcpub.dnd.e5/subclasses {:elemental-essence {:class :sorcerer, :key :elemental-essence, :level-modifiers [], :level-selections [{:type :elemental-heritage}], :name "Elemental Essence", :option-pack "KPDM 14 - Elemental Magic", :traits [{:description "As a bonus action, you can surround yourself with an aura of your Elemental Heritage for 1 minute. During this time, when you are attacked you can use your reaction to impose disadvantage on the attack. When you cast a spell of 1st level or higher, your aura flares up until the start of your next turn. Any creature that ends its turn within 5 feet of you or that becomes adjacent to you takes 1d6 damage of your heritage type. This damage increases by 1d6 when you reach 7th level.\n(Twice per long rest)", :name "Manifest Aura"} {:description "You gain resistance to your heritage damage type. When you damage a creature with a spell, you can spend 1 sorcery point to have it deal an additional effect depending on your elemental heritage:\n• Air. It can’t take reactions until the start of its next turn.\n• Earth. The creature is partially petrified and restrained until the start of your next turn.\n• Fire. It is frightened until the end of its next turn. Creatures that are immune to fire are unaffected.\n• Water. It is poisoned until the end of its next turn.", :level 6, :name "Infuse Elements"} {:description "As a bonus action, you can teleport 60 feet to a point you can see. When you appear, you can, create an effect based on your heritage element:\n• Air. When you appear within 5 feet of an area of wind, all creatures within 10 feet of you must succeed a Constitution saving throw or take 2d6 slashing damage and become blinded.\n• Earth. When you appear within 5 feet of nonmagical, unworked stone, each creature within 10 feet of you that is touching the ground must succeed a Strength saving throw or take 4d6 bludgeoning damage and fall prone.\n• Fire. When you appear within 5 feet of fire, each creature within 10 feet must succeed a Dexterity saving throw or take 2d6 fire damage and ignite. Until they take an action to douse the fire, the target takes 1d6 fire damage at the start of each turn.\n• Water. When you appear within 5 feet of water, each creature within 10 feet must succeed a Constitution saving throw or take 2d6 bludgeoning damage and begin choking. A choking creature can't speak and has disadvantage on attack rolls and ability checks until the start of your next turn, unless they can naturally breath underwater.\n(Twice per rest)", :level 14, :name "Elemental Jaunt"} {:description "You gain immunity to your elemental heritage type. You also gain another benefit:\n•Air: You gain a flying speed = your walking speed. You can spend 1 sorcery point on your turn to gain the ability to enter opponents spaces, you can move through 1 inch gaps, are immune to strong winds, and gain resistance to nonmagical weapon damage.\n•Earth: You have a burrow speed = your walking speed, and you don't disturb the earth you move through. You can spend 1 sorcery point to gain immunity to poison damage, petrified and poisoned, and resistance to piercing and slashing damage until the start of your next turn.\n•Fire: Your speed increases by 10 feet. You can spend 1 sorcery point to be able to move into other creature's spaces until the start of your next turn, dealing 1d10 fire damage and igniting the creature. They must use an action to douse the flames, or take 1d10 fire damage at the start of each of its turns.\n•Water: You gain a swimming speed = your walking speed, and you are amphibious. You can spend 1 sorcery point on your turn gain the ability to move into other creatures' space and move through 1 inch gaps until the start of your next turn. Creatures whose space you move into must succeed a Strength saving throw or fall prone.\n", :level 18, :name "Elemental Soul"}]}, :elemental-savant {:class :wizard, :key :elemental-savant, :level-modifiers [], :level-selections [{:level 2, :num 2, :type :elemental-focus} {:level 6, :type :elemental-focus} {:level 10, :type :elemental-focus} {:level 14, :type :elemental-focus}], :name "Elemental Savant", :option-pack "KPDM 14 - Elemental Magic", :traits [{:description "The gold and time you must spend to copy a spell resonant with your elemental focus (work with your DM) is halved. One of the 2 spells you learn from gaining a level can be an elemental magic spell, even if you've never encountered it before.", :level 2, :name "Elemental Savant"} {:description "You can draw elemental magic through your damage dealing spells and change the damage type to the one associated with your elemental focus.", :level 6, :name "Substitute Elements"} {:description "When you take damage the same as your elemental focus, you can use your reaction to take no damage, and you regain an amount of HP = the damage you would have taken.\nYou can use this ability a number of times = your Intelligence modifier (minimum of 1). You regain your uses each long rest.", :level 10, :name "Absorb Elements"} {:description "When you cast a spell that deals your elemental focus damage type, you ignore immunity to that damage type.\nYou can use this ability a number of times = your Intelligence modifier (minimum of 1), and you regain all uses when you finish a long rest.", :level 14, :name "Irresistible Strike"}]}, :the-genie-lord {:class :warlock, :key :the-genie-lord, :level-modifiers [], :name "The Genie Lord", :option-pack "KPDM 14 - Elemental Magic", :traits [{:description "You can speak Primordial. You gain a magical gem that you can use as an arcane focus. When an enemy causes you to take acid, cold, fire, lightning, or thunder damage, you can have the gem absorb damage up to 2x your Warlock level + your Charisma modifier.\nWhile the gem has damage absorbed, you can use your action to cause it to shed bright light in a 20-foot radius and dim light for an additional 20 feet, to shed dim light in a 5-foot radius, or to douse the light.\nIf you lose it, you can perform a 1 hour ritual to get a new one.", :name "Genie Lord's Favor"} {:description "When you damage a target with a spell or attack, you can spend stored points from your gem to deal additional damage up to your Charisma bonus (minimum 1) to a single target. You select the damage type: acid, cold, fire, lightning, or thunder. You can expend that amount of damage to multiple targets you damage each turn.\nYou can use a reaction to absorb elemental damage dealt to allies within 30 feet. ", :level 6, :name "Transfer Elements"} {:description "Immediately after you make an attack roll, saving throw, ability check, or damage roll, you can choose to reroll and take the better result. You can do so after learning the result of the first roll.\n(Once per rest)", :level 10, :name "Minor Wish"} {:description "As a bonus action, you can take the shape of your genie lord for 1 minute. For the duration; you have a flying speed of 60 ft; you have advantage on saving throws against magic; you gain immunity to one element: acid, cold, fire, lightning, or thunder; you can add 3d6 of an elemental damage type to a single attack. (Once per rest) ", :level 14, :name "Herald's Aspect"} {:description "Pact of the Chain. Your familiar can be a mephit, and can use its breath weapon and spells.\nPact of the Blade. Your pact weapon can deal elemental damage instead of its normal damage type.\nPact of the Tome. Your Book of Shadows is immune to damage caused by the elements.", :name "Genie Lord Pact Boons"}], :warlock-spells {1 {0 :chromatic-orb, 1 :thunderwave}, 2 {0 :gust-of-wind}, 3 {0 :protection-from-energy, 1 :water-breathing}, 5 {0 :creation, 1 :wall-of-stone}}}}}, "Monster_Manual (110818)" {:disabled? nil, :orcpub.dnd.e5/languages {:troglodyte {:key :troglodyte, :name "Troglodyte", :option-pack "Monster Manual (@I'M A SNAKE#3090)"}, :ignan {:key :ignan, :name "Ignan", :option-pack "Monster Manual (@I'M A SNAKE#3090)"}, :gnoll {:key :gnoll, :name "Gnoll", :option-pack "Monster Manual (@I'M A SNAKE#3090)"}, :sahuagin {:key :sahuagin, :name "Sahuagin", :option-pack "Monster Manual (@I'M A SNAKE#3090)"}, :modron {:key :modron, :name "Modron", :option-pack "Monster Manual (@I'M A SNAKE#3090)"}, :grell {:key :grell, :name "Grell", :option-pack "Monster Manual (@I'M A SNAKE#3090)"}, :thri-kreen {:key :thri-kreen, :name "Thri-kreen", :option-pack "Monster Manual (@I'M A SNAKE#3090)"}, :hook-horror {:key :hook-horror, :name "Hook Horror", :option-pack "Monster Manual (@I'M A SNAKE#3090)"}, :umber-hulk {:key :umber-hulk, :name "Umber Hulk", :option-pack "Monster Manual (@I'M A SNAKE#3090)"}, :bullywug {:key :bullywug, :name "Bullywug", :option-pack "Monster Manual (@I'M A SNAKE#3090)"}, :terran {:key :terran, :name "Terran", :option-pack "Monster Manual (@I'M A SNAKE#3090)"}, :yeti {:key :yeti, :name "Yeti", :option-pack "Monster Manual (@I'M A SNAKE#3090)"}, :slaad {:key :slaad, :name "Slaad", :option-pack "Monster Manual (@I'M A SNAKE#3090)"}}, :orcpub.dnd.e5/monsters {:intellect-devourer {:key :intellect-devourer, :int 12, :speed "40ft.", :name "Intellect Devourer", :alignment "lawful evil", :cha 10, :hit-points {:die 4, :die-count 6, :modifier 6}, :type :aberration, :size :tiny, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:perception 2, :stealth 4}, :str 6, :challenge 2, :con 13, :dex 14, :wis 11, :props {:condition-immunity {:blinded true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:telepathy-60-ft- true, :understands-deep-speech-but-cant-speak true}}, :traits [{:description "The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.", :name "Detect Sentience"} {:description "The intellect devourer makes one attack with its claws and uses Devour Intellect.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.", :name "Claws", :type :action} {:description "The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.", :name "Devour Intellect", :type :action} {:description "The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages. If the host body drops to 0 hit points, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.", :name "Body Thief", :type :action}]}, :thri-kreen- {:key :thri-kreen-, :int 8, :speed "40 ft.", :name "Thri-kreen ", :alignment "chaotic neutral", :cha 7, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 3, :stealth 4, :survival 3}, :str 12, :challenge 1, :con 13, :dex 15, :wis 12, :props {:language {:thri-kreen true}}, :traits [{:description "The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.", :name "Chameleon Carapace"} {:description "The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. ", :name "Standing Leap"} {:description "The thri-kreen makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. ", :name "Claws", :type :action}]}, :yuan-ti-pureblood {:key :yuan-ti-pureblood, :int 13, :speed "30 ft.", :name "Yuan-ti Pureblood", :alignment "neutral evil", :cha 14, :hit-points {:die 8, :die-count 9}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 11, :skills {:deception 6, :perception 3, :stealth 3}, :str 11, :challenge 1, :con 11, :dex 12, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day each: poison spray, suggestion ", :name "Innate Spellcasting"} {:description "The yuan·ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The yuan-ti makes two melee attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. ", :name "Scimitar", :type :action} {:description "Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage. ", :name "Shortbow", :type :action}]}, :red-slaad-control-gem-variant- {:key :red-slaad-control-gem-variant-, :int 6, :speed "30 ft.", :name "Red Slaad (Control Gem Variant)", :alignment "chaotic neutral", :cha 7, :hit-points {:die 10, :die-count 11, :modifier 33}, :type :aberration, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 14, :skills {:perception 1}, :str 16, :challenge 5, :con 16, :dex 12, :wis 6, :props {:damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:slaad true, :telepathy-60-ft- true}}, :traits [{:description "Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4dl0) psychic damage to the slaad. ", :name "Control Gem"} {:description "The slaad has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ", :name "Regeneration"} {:description "The slaad makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease- a minuscule slaad egg. A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated. ", :name "Claw", :type :action}]}, :pit-fiend-summoning-variant- {:key :pit-fiend-summoning-variant-, :int 22, :speed "30ft., fly 60ft. ", :name "Pit Fiend (Summoning Variant)", :alignment "lawful evil", :cha 24, :hit-points {:die 10, :die-count 24, :modifier 168}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 19, :str 26, :saving-throws {:con 13, :dex 8, :wis 10}, :challenge 20, :con 24, :dex 14, :wis 18, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:infernal true, :telepathy-120ft- true}}, :traits [{:description "The devil chooses what to summon and attempts a magical summoning. A pit fiend summons 2d4 bearded devils, 1d4 barbed devils, or one erinyes with no chance of failure. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. ", :name "Summon Devil (1/Day)", :type :action} {:description "Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. ", :name "Fear Aura"} {:description "The pit fiend has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The pit fiend's weapon attacks are magical.", :name "Magic Weapons"} {:description "The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: \nAt will: detect magic, fireball \n3/day each: hold monster, wall of fire ", :name "Innate Spellcasting"} {:description "The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 17 (2d8 + 8) slashing damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. ", :name "Mace", :type :action} {:description "Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. ", :name "Tail", :type :action}]}, :ice-mephit-summoning-variant- {:damage-resistances "bludgeoning, fire", :key :ice-mephit-summoning-variant-, :damage-vulnerabilities "bludgeoning, fire", :int 9, :speed "30 ft., fly 30ft.", :name "Ice Mephit (Summoning Variant)", :damage-immunities "cold, poison", :alignment "neutral evil", :cha 12, :hit-points {:die 6, :die-count 6}, :type :elemental, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 11, :skills {:perception 2, :stealth 3}, :str 7, :challenge 0.5, :con 10, :dex 13, :condition-immunities "poisoned", :wis 11, :languages "aquan, auran", :props {:condition-immunity {:poisoned true}, :damage-immunity {:cold true, :poison true}, :damage-vulnerability {:bludgeoning true, :fire true}, :language {:aquan true, :auran true}}, :traits [{:description "When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.", :name "Death Burst"} {:description "While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.", :name "False Appearance"} {:description "The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.", :name "Innate Spellcasting (1/Day)"} {:description "The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Mephits (1/Day).", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.", :name "Claws", :type :action} {:description "The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.", :name "Frost Breath (Recharge 6)", :type :action}]}, :chasme-summoning-variant- {:key :chasme-summoning-variant-, :int 11, :speed "20ft., fly 60 ft.", :name "Chasme (Summoning Variant)", :alignment "chaotic evil", :cha 10, :hit-points {:die 10, :die-count 13, :modifier 13}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 5}, :str 15, :saving-throws {:dex 5, :wis 5}, :challenge 6, :con 12, :dex 15, :wis 14, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The demon chooses what to summon and attempts a magical summoning. A chasme has a 30 percent chance of summoning one chasme. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Demon (1/Day)", :type :action} {:description "The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.", :name "Drone"} {:description "The chasme has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", :name "Spider Climb"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration.", :name "Proboscis", :type :action}]}, :troglodyte {:key :troglodyte, :int 6, :speed "30 ft.", :name "Troglodyte", :alignment "chaotic evil", :cha 6, :hit-points {:die 8, :die-count 2, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 11, :skills {:stealth 2}, :str 14, :challenge 0.25, :con 14, :dex 10, :wis 10, :props {:language {:troglodyte true}}, :traits [{:description "The troglodyte has advantage on Dexterity (Stealth) checks made to hide.", :name "Chameleon Skin"} {:description "Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.", :name "Stench"} {:description "While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The troglodyte makes three attacks: one with its bite and two with its claws.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ", :name "Claw", :type :action}]}, :quadrone {:key :quadrone, :int 10, :speed "30ft., fly 30ft.", :name "Quadrone", :alignment "lawful neutral", :cha 11, :hit-points {:die 8, :die-count 4, :modifier 4}, :type :construct, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 16, :skills {:perception 2}, :str 12, :challenge 1, :con 12, :dex 14, :wis 10, :props {:language {:modron true}}, :traits [{:description "The quadrone can't be compelled to act in a\nmanner contrary to its nature or its instructions.", :name "Axiomatic Mind"} {:description "If the quadrone dies, its body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas carrying.", :name "Disintegration"} {:description "The quadrone makes two fist attacks or four\nshortbow attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:\n3 (1d4 + 1) bludgeoning damage.", :name "Fist", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", :name "Shortbow", :type :action}]}, :mind-flayer {:key :mind-flayer, :int 19, :speed "30ft.", :name "Mind Flayer", :alignment "lawful evil", :cha 17, :hit-points {:die 8, :die-count 13, :modifier 13}, :type :aberration, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:arcana 7, :deception 6, :insight 6, :perception 6, :persuasion 6, :stealth 4}, :str 11, :saving-throws {:cha 6, :int 7, :wis 6}, :challenge 7, :con 12, :dex 12, :wis 17, :props {:language {:deep-speech true, :telepathy-120ft- true, :undercommon true}}, :traits [{:description "The mind flayer has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:\nAt will: detect thoughts, levitate\n1/day each: dominate monster, plane shift (self only)", :name "Innate Spellcasting (Psionics)"} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.", :name "Tentacles", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.", :name "Extract Brain", :type :action} {:description "The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area\nmust succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Mind Blast (Recharge 5-6)", :type :action}]}, :monodrone {:key :monodrone, :int 4, :speed "30ft., fly 30ft.", :name "Monodrone", :alignment "lawful neutral", :cha 5, :hit-points {:die 8, :die-count 1, :modifier 1}, :type :construct, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :str 10, :challenge 0.125, :con 12, :dex 13, :wis 10, :props {:language {:modron true}}, :traits [{:description "The monodrone can't be compelled to act in a manner contrary to its nature or its instructions.", :name "Axiomatic Mind"} {:description "If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.", :name "Disintegration"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.", :name "Dagger", :type :action} {:description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.", :name "Javelin", :type :action}]}, :cave-bear {:key :cave-bear, :int 2, :speed "40ft., swim 30ft. ", :name "Cave Bear", :alignment "unaligned", :cha 7, :hit-points {:die 10, :die-count 5, :modifier 15}, :type :beast, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:perception 3}, :str 20, :challenge 2, :con 16, :dex 10, :wis 13, :traits [{:description "The bear has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The bear makes two attacks: one with its bite and one with its claws.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ", :name "Claws", :type :action}]}, :young-red-shadow-dragon {:key :young-red-shadow-dragon, :int 14, :speed "40ft., climb 40ft., fly 80ft.", :name "Young Red Shadow Dragon", :alignment "chaotic evil", :cha 19, :hit-points {:die 10, :die-count 17, :modifier 85}, :type :dragon, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :skills {:perception 8, :stealth 8}, :str 23, :saving-throws {:cha 8, :con 9, :dex 4, :wis 4}, :challenge 13, :con 21, :dex 10, :wis 11, :props {:damage-immunity {:fire true}, :damage-resistance {:necrotic true}, :language {:common true, :draconic true}}, :traits [{:description "While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.", :name "Living Shadow"} {:description "While in dim light or darkness, the dragon can take the Hide action as a bonus action.", :name "Shadow Stealth"} {:description "While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "The dragon makes three attacks: one with its bite and two with its claws.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", :name "Claw", :type :action} {:description "The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.", :name "Shadow Breath (Recharge 5-6)", :type :action}]}, :pixie {:key :pixie, :int 10, :speed "10ft., fly 30ft. ", :name "Pixie", :alignment "neutral good", :cha 15, :hit-points {:die 4, :die-count 1, :modifier -1}, :type :fey, :size :tiny, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 4, :stealth 7}, :str 2, :challenge 0.25, :con 8, :dex 20, :wis 14, :props {:language {:sylvan true}}, :traits [{:description "The pixie has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component: \nAt will: druidcraft \n1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep ", :name "Innate Spellcasting"} {:description "The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it. ", :name "Superior Invisibility", :type :action}]}, :green-hag-coven-variant- {:key :green-hag-coven-variant-, :int 13, :speed "30ft", :name "Green Hag (Coven Variant)", :alignment "neutral evil", :cha 14, :hit-points {:die 8, :die-count 11, :modifier 33}, :type :fey, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 17, :skills {:arcana 3, :deception 4, :perception 4, :stealth 3}, :str 18, :challenge 5, :con 16, :dex 12, :wis 14, :props {:language {:common true, :draconic true, :sylvan true}}, :traits [{:description "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: \n1st level (4 slots): identify, ray of sickness \n2nd level (3 slots): hold person, locate object \n3rd level (3 slots): bestow curse, counterspell, lightning bolt \n4th level (3 slots): phantasmal killer, polymorph \n5th level (2 slots): contact other plane, scrying \n6th level (1 slot): eye bite \nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. ", :name "Shared Spellcasting"} {:description "The hag can breathe air and water.", :name "Amphibious"} {:description "The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: \nAt will: dancing lights, minor illusion, vicious mockery ", :name "Innate Spellcasting"} {:description "The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. ", :name "Mimicry"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. ", :name "Claws", :type :action} {:description "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. ", :name "Illusory Appearance", :type :action} {:description "The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.", :name "Invisible Passage", :type :action}]}, :slaad-tadpole-control-gem-variant- {:key :slaad-tadpole-control-gem-variant-, :int 3, :speed "30 ft.", :name "Slaad Tadpole (Control Gem Variant)", :alignment "chaotic neutral", :cha 3, :hit-points {:die 4, :die-count 4}, :type :aberration, :size :tiny, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:stealth 4}, :str 7, :challenge 0.125, :con 10, :dex 15, :wis 5, :props {:damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:understands-slaad-but-cant-speak- true}}, :traits [{:description "Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. ", :name "Control Gem"} {:description "The slaad has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Bite", :type :action}]}, :twig-blight {:key :twig-blight, :int 4, :speed "20ft.", :name "Twig Blight", :alignment "neutral evil", :cha 3, :hit-points {:die 6, :die-count 1, :modifier 1}, :type :plant, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:stealth 3}, :str 6, :challenge 0.125, :con 12, :dex 13, :wis 8, :props {:condition-immunity {:blinded true, :deafened true}, :damage-vulnerability {:fire true}, :language {:undercommon false, :understands-common-but-cant-speak true}}, :traits [{:description "While the blight remains motionless, it is indistinguishable from a dead shrub.", :name "False Appearance"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.", :name "Claws", :type :action}]}, :allosaurus {:key :allosaurus, :int 2, :speed "60ft.", :name "Allosaurus", :alignment "unaligned", :cha 5, :hit-points {:die 10, :die-count 6, :modifier 18}, :type :beast, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:perception 5}, :str 19, :challenge 2, :con 17, :dex 13, :wis 12, :traits [{:description "If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.", :name "Pounce"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.", :name "Claw", :type :action}]}, :mud-mephit-summoning-variant- {:key :mud-mephit-summoning-variant-, :int 9, :speed "20ft., fly 20ft., swim 20ft.", :name "Mud Mephit (Summoning Variant)", :damage-immunities "poison", :alignment "neutral evil", :cha 7, :hit-points {:die 6, :die-count 6, :modifier 6}, :type :elemental, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 11, :skills {:stealth 3}, :str 8, :challenge 0.25, :con 12, :dex 12, :condition-immunities "poisoned", :wis 11, :languages "aquan, terran", :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:aquan true, :terran true}}, :traits [{:description "When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn.", :name "Death Burst"} {:description "While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.", :name "False Appearance"} {:description "The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Mephits (1/Day)", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage.", :name "Fists", :type :action} {:description "The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Mud Breath (Recharge 6)", :type :action}]}, :quaggoth {:key :quaggoth, :int 6, :speed "30ft., climb 30ft. ", :name "Quaggoth", :alignment "chaotic neutral", :cha 7, :hit-points {:die 8, :die-count 6, :modifier 18}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:athletics 5}, :str 17, :challenge 2, :con 16, :dex 12, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:undercommon true}}, :traits [{:description "While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. ", :name "Wounded Fury"} {:description "The quaggoth makes two claw attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ", :name "Claw", :type :action}]}, :duodrone-rogue-variant- {:key :duodrone-rogue-variant-, :int 6, :speed "30ft.", :name "Duodrone (Rogue Variant)", :alignment "any non-lawful alignment", :cha 7, :hit-points {:die 8, :die-count 2, :modifier 2}, :type :construct, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :str 11, :challenge 0.25, :con 12, :dex 13, :wis 10, :props {:language {:modron true}}, :traits [{:description "If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.", :name "Disintegration"} {:description "The duodrone makes two fist attacks or two\njavelin attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:\n2 (1d4) bludgeoning damage.", :name "Fist", :type :action} {:description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or\nrange 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.", :name "Javelin", :type :action}]}, :jackalwere {:description "A jackalwere has three physical forms that it shifts between. In its true form, it is indistinguishable from a normal jackal. It can take human form, often appearing gaunt and affecting a wretched demeanor to beg goodwill from strangers. When travelers welcome a jackal were into their midst, the monster adopts its human-sized hybrid form, with the fur and head of a jackal but standing on two legs as it attacks.", :key :jackalwere, :int 13, :speed "40ft.", :name "Jackalwere", :alignment "chaotic evil", :cha 10, :hit-points {:die 8, :die-count 4}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:deception 4, :perception 2, :stealth 4}, :str 11, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :wis nil}, :challenge 0.5, :con 11, :dex 15, :wis 11, :props {:damage-immunity {:bludgeoning true, :piercing true, :slashing true}, :language {:common-cant-speak-in-jackal-form- true}}, :traits [{:description "The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.", :name "Shapechanger"} {:description "The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.", :name "Keen Hearing and Smell"} {:description "The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally isn't incapacitated.", :name "Pack Tactics"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage", :name "Bite (Jackal or Hybrid Form Only).", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.", :name "Scimitar (Human or Hybrid Form Only)", :type :action} {:description "The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it.", :name "Sleep Gaze", :type :action}]}, :half-ogre {:key :half-ogre, :int 7, :speed "30ft.", :name "Half-ogre", :alignment "any chaotic alignment", :cha 10, :hit-points {:die 10, :die-count 4, :modifier 8}, :type :giant, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :str 17, :challenge 1, :con 14, :dex 10, :wis 9, :props {:language {:common true, :giant true}}, :traits [{:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.", :name "Battleaxe", :type :action} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.", :name "Javelin", :type :action}]}, :drow-mage {:key :drow-mage, :int 17, :speed "30ft.", :name "Drow Mage", :alignment "neutral evil", :cha 12, :hit-points {:die 8, :die-count 10}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:arcana 6, :deception 5, :perception 4, :stealth 5}, :str 9, :challenge 7, :con 10, :dex 14, :wis 13, :props {:language {:elvish true, :undercommon true}}, :traits [{:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights\n1/day each: darkness ,faerie fire, levitate (self only)", :name "Innate Spellcasting"} {:description "The drow is a 1Oth-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:\nCantrips (at will): mage hand, minor illusion, poison spray, ray of frost\n1st level (4 slots): mage armor, magic missile, shield, witch bolt\n2nd level (3 slots): alter self, misty step, web\n3rd level (3 slots):fly, lightning bolt\n4th level (3 slots): Evard's black tentacles, greater invisibility\n5th level (2 slots): cloudkill", :name "Spellcasting"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8- 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.", :name "Staff", :type :action} {:description "The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Demon (1/Day)", :type :action}]}, :erinyes-rope-of-entanglement-variant- {:key :erinyes-rope-of-entanglement-variant-, :int 14, :speed "30ft., fly 60ft. ", :name "Erinyes (Rope of Entanglement Variant)", :alignment "lawful evil", :cha 18, :hit-points {:die 8, :die-count 18, :modifier 72}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :str 18, :saving-throws {:cha 8, :con 8, :dex 7, :wis 6}, :challenge 12, :con 18, :dex 16, :wis 14, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:infernal true, :telepathy-120ft- true}}, :traits [{:description "The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). ", :name "Hellish Weapons"} {:description "The erinyes has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The erinyes makes three attacks. The erinyes can use its Rope of Entaglement in place of two of the attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 50/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. ", :name "Longbow", :type :action} {:description "The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. ", :name "Reaction: Parry"}]}, :banshee {:key :banshee, :int 12, :speed "0 ft., fly 40ft. (hover)", :name "Banshee", :alignment "chaotic evil", :cha 17, :hit-points {:die 8, :die-count 13}, :type :undead, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :str 1, :saving-throws {:cha 4, :wis 2}, :challenge 4, :con 10, :dex 14, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}, :damage-immunity {:cold true, :necrotic true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :fire true, :lightning true, :piercing true, :slashing true, :thunder true}, :language {:common true, :elvish true}}, :traits [{:description "The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they're in but not their exact locations.", :name "Detect Life"} {:description "The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5(1d10) force damage if she ends her turn inside an object.", :name "Incorporeal Movement"} {:description "Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12(3d6 + 2) necrotic damage.", :name "Corrupting Touch", :type :action} {:description "Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.", :name "Horrifying Visage", :type :action} {:description "The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10(3d6) psychic damage.", :name "Wail (1/Day)", :type :action}]}, :lizardfolk-shaman {:key :lizardfolk-shaman, :int 10, :speed "30 ft., swim 30 ft.", :name "Lizardfolk Shaman", :alignment "neutral", :cha 8, :hit-points {:die 8, :die-count 5, :modifier 5}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:perception 4, :stealth 4, :survival 6}, :str 15, :challenge 2, :con 13, :dex 10, :wis 15, :props {:language {:draconic true}}, :traits [{:description "The lizardfolk can hold its breath for 15 minutes.", :name "Hold Breath"} {:description "The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:\nCantrips (at will) : druidcraft, produce flame, thorn whip\n1st Level (4 slots): entangle, fog cloud\n2nd Level (3 slots): heat metal, spike growth\n3rd Level (2 slots): conjure animals (reptiles only), plant growth", :name "Spellcasting (Lizardfolk Form Only)"} {:description "The lizardfolk makes two attacks: one with its bite and one with its claws.", :name "Multiattack (Lizardfolk Form Only)", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.", :name "Claws (Lizardfolk Form Only)", :type :action} {:description "The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.", :name "Change Shape (Recharges after a Short or Long Rest)", :type :action}]}, :hobgoblin-warlord {:key :hobgoblin-warlord, :int 14, :speed "30ft.", :name "Hobgoblin Warlord", :alignment "lawful evil", :cha 15, :hit-points {:die 8, :die-count 13, :modifier 39}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 20, :str 16, :saving-throws {:cha 5, :int 5, :wis 3}, :challenge 6, :con 16, :dex 14, :wis 11, :props {:language {:common true, :goblin true}}, :traits [{:description "Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.", :name "Martial Advantage"} {:description "The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.", :name "Longsword", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.", :name "Shield Bash", :type :action} {:description "Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", :name "Javelin", :type :action} {:description "For 1 minute, the hobgoblin can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.", :name "Leadership (Recharges after a Short or Long Rest)", :type :action} {:description "The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.", :name "Reaction: Parry"}]}, :marilith-summoning-variant- {:key :marilith-summoning-variant-, :int 18, :speed "40ft.", :name "Marilith (Summoning Variant)", :alignment "chaotic evil", :cha 20, :hit-points {:die 10, :die-count 18, :modifier 90}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :str 18, :saving-throws {:cha 10, :con 10, :str 9, :wis 8}, :challenge 16, :con 20, :dex 20, :wis 16, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The demon chooses what to summon and attempts a magical summoning. A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Demon (1/Day)", :type :action} {:description "The marilith has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The marilith's weapon attacks are magical.", :name "Magic Weapons"} {:description "The marilith can take one reaction on every turn in a combat.", :name "Reactive"} {:description "The marilith makes seven attacks: six with its longswords and one with its tail.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", :name "Longsword", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 10ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.", :name "Tail", :type :action} {:description "The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.", :name "Teleport", :type :action} {:description "The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.", :name "Reaction: Parry"}]}, :ice-devil-summoning-variant- {:key :ice-devil-summoning-variant-, :int 18, :speed "40ft", :name "Ice Devil (Summoning Variant)", :alignment "lawful evil", :cha 18, :hit-points {:die 10, :die-count 19, :modifier 76}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :str 21, :saving-throws {:cha 9, :con 9, :dex 7, :wis 7}, :challenge 14, :con 18, :dex 14, :wis 15, :props {:condition-immunity {:poisoned true}, :damage-immunity {:cold true, :fire true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:ignan true, :telepathy-120ft- true}}, :traits [{:description "The devil chooses what to summon and attempts a magical summoning. An ice devil has a 60 percent chance of summoning one ice devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. ", :name "Summon Devil (1/Day)", :type :action} {:description "Magical darkness doesn't impede the devil's darkvision.", :name "Devil's Sight"} {:description "The devil has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The devil makes three attacks: one with its bite, one with its claws, and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. ", :name "Claws", :type :action} {:description "The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. ", :name "Wall of ice (Recharge 6)", :type :action}]}, :hobgoblin-captain {:key :hobgoblin-captain, :int 12, :speed "30ft.", :name "Hobgoblin Captain", :alignment "lawful evil", :cha 13, :hit-points {:die 8, :die-count 6, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 17, :str 15, :challenge 3, :con 14, :dex 14, :wis 10, :props {:language {:common true, :goblin true}}, :traits [{:description "Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is with in 5 feet of an ally of the hobgoblin that isn't incapacitated.", :name "Martial Advantage"} {:description "The hobgoblin makes two greatsword attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.", :name "Greatsword", :type :action} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", :name "Javelin", :type :action} {:description "For 1 minute, the hobgoblin can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.", :name "Leadership (Recharges after a Short or Long Rest)", :type :action}]}, :swarm-of-wasps {:key :swarm-of-wasps, :int 1, :speed "5 ft., fly 30 ft.", :name "Swarm of Wasps", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 5}, :type :beast, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :str 3, :challenge 0.5, :con 10, :dex 13, :wis 7, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. ", :name "Swarm"} {:description "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. ", :name "Bites", :type :action}]}, :slaad-tadpole {:key :slaad-tadpole, :int 3, :speed "30 ft.", :name "Slaad Tadpole", :alignment "chaotic neutral", :cha 3, :hit-points {:die 4, :die-count 4}, :type :aberration, :size :tiny, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:stealth 4}, :str 7, :challenge 0.125, :con 10, :dex 15, :wis 5, :props {:damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:understands-slaad-but-cant-speak- true}}, :traits [{:description "The slaad has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Bite", :type :action}]}, :mind-flayer-arcanist {:key :mind-flayer-arcanist, :int 19, :speed "30ft.", :name "Mind Flayer Arcanist", :alignment "lawful evil", :cha 17, :hit-points {:die 8, :die-count 13, :modifier 13}, :type :aberration, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:arcana 7, :deception 6, :insight 6, :perception 6, :persuasion 6, :stealth 4}, :str 11, :saving-throws {:cha 6, :int 7, :wis 6}, :challenge 8, :con 12, :dex 12, :wis 17, :props {:language {:deep-speech true, :telepathy-120ft- true, :undercommon true}}, :traits [{:description "The mind flayer has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:\nAt will: detect thoughts, levitate\n1/day each: dominate monster, plane shift (self only)", :name "Innate Spellcasting (Psionics)"} {:description "The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:\nCantrips (at will): blade ward, dancing lights, mage hand, shocking grasp\n1st level (4 slots): detect magic, disguise self, shield, sleep\n2nd level (3 slots): blur, invisibility, ray of enfeeblement\n3rd level (3 slots): clairvoyance, lightning bolt, sending\n4th level (3 slots): confusion, hallucinatory terrain\n5th level (2 slots): telekinesis, wall of force", :name "Spellcasting"} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.", :name "Tentacles", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.", :name "Extract Brain", :type :action} {:description "The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Mind Blast (Recharge 5-6)", :type :action}]}, :drow-priestess-of-lolth {:key :drow-priestess-of-lolth, :int 13, :speed "30ft.", :name "Drow Priestess of Lolth", :alignment "neutral evil", :cha 18, :hit-points {:die 8, :die-count 13, :modifier 13}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 16, :skills {:insight 6, :perception 6, :religion 4, :stealth 5}, :str 10, :saving-throws {:cha 7, :con 4, :wis 6}, :challenge 8, :con 12, :dex 14, :wis 17, :props {:language {:elvish true, :undercommon true}}, :traits [{:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.", :name "Fey Ancestry"} {:description "The draw's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\nAt will : dancing lights\n1/day each: darkness, faerie fire, levitate (self only)", :name "Innate Spellcasting"} {:description "The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:\nCantrips (at will) : guidance, poison spray, resistance, spare the dying, thaumaturgy\n1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness\n2nd level (3 slots): lesser restoration, protection from poison, web\n3rd level (3 slots): conjure animals (2 giant spiders), dispel magic\n4th level (3 slots): divination ,freedom of movement\n5th level (2 slots): insect plague, mass cure wounds", :name "Spellcasting"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "The drow makes two scourge attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.", :name "Scourge", :type :action} {:description "The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Demon (1/Day)", :type :action}]}, :kenku {:description "Kenku are feathered humanoids that wander the world as vagabonds, driven by greed. They can perfectly imitate any sound they hear.", :key :kenku, :int 11, :speed "30 ft.", :name "Kenku", :alignment "chaotic neutral", :cha 10, :hit-points {:die 8, :die-count 3}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:deception 4, :perception 2, :stealth 5}, :str 10, :challenge 0.25, :con 10, :dex 16, :wis 10, :props {:language {:understands-auran-and-common-but-speaks-only-through-the-use-of-its-mimicry-trait true}}, :traits [{:description "The kenku has advantage on attack rolls against any creature it has surprised.", :name "Ambusher"} {:description "The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.", :name "Mimicry"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", :name "Shortsword", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", :name "Shortbow", :type :action}]}, :yuan-ti-malison-type-3- {:key :yuan-ti-malison-type-3-, :int 14, :speed "30 ft.", :name "Yuan-ti Malison (Type 3)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:deception 5, :stealth 4}, :str 16, :challenge 3, :con 13, :dex 14, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. ", :name "Shapechanger"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 1.3). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion ", :name "Innate Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The yuan-ti has one of the following types: \nType 1: Human body with snake head \nType 2: Human head and body with snakes for arms \nType 3: Human head and upper body with a serpentine lower body instead of legs ", :name "Malison Type"} {:description "The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once. ", :name "Multiattack (Yuan-ti Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.", :name "Bite (Snake Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.", :name "Constrict", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage. ", :name "Scimitar (Yuan-ti Form Only)", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ", :name "Longbow (Yuan-ti Form Only)", :type :action}]}, :fomorian {:key :fomorian, :int 9, :speed "30ft.", :name "Fomorian", :alignment "chaotic evil", :cha 6, :hit-points {:die 12, :die-count 13, :modifier 65}, :type :giant, :size :huge, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 14, :skills {:perception 8, :stealth 3}, :str 23, :challenge 8, :con 20, :dex 10, :wis 14, :props {:language {:giant true, :undercommon true}}, :traits [{:description "The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage", :name "Greatclub", :type :action} {:description "The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.", :name "Evil Eye", :type :action} {:description "With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.", :name "Curse of the Evil Eye (Recharges after a Short or Long Rest)", :type :action}]}, :fire-snake {:key :fire-snake, :int 7, :speed "30ft.", :name "Fire Snake", :alignment "neutral evil", :cha 8, :hit-points {:die 8, :die-count 5}, :type :elemental, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 14, :str 12, :challenge 1, :con 11, :dex 14, :wis 10, :props {:damage-immunity {:fire true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-vulnerability {:cold true}, :language {:understands-lgnan-but-cant-speak- true}}, :traits [{:description "A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.", :name "Heated Body"} {:description "The snake makes two attacks: one with its bite and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage. ", :name "Tail", :type :action}]}, :gas-spore {:key :gas-spore, :int 1, :speed "0 ft., fly 10ft. (hover)", :name "Gas Spore", :alignment "unaligned", :cha 1, :hit-points {:die 10, :die-count 1, :modifier -4}, :type :plant, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 5, :str 5, :challenge 0.5, :con 3, :dex 1, :wis 1, :props {:condition-immunity {:blinded true, :deafened true, :frightened true, :paralyzed true, :poisoned true, :prone true}, :damage-immunity {:poison true}}, :traits [{:description "The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 +the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.", :name "Death Burst"} {:description "The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check.", :name "Eerie Resemblance"} {:description "Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait.", :name "Touch", :type :action}]}, :helmed-horror {:description "This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker's demise. Resembling an animated suit of empty plate armor, a helmed horror serves without ambition or emotion.", :key :helmed-horror, :int 10, :speed "30ft., fly 30ft.", :name "Helmed Horror", :alignment "neutral", :cha 10, :hit-points {:die 8, :die-count 8, :modifier 24}, :type :construct, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 20, :skills {:perception 4}, :str 18, :challenge 4, :con 16, :dex 13, :wis 10, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :frightened true, :paralyzed true, :petrified true, :poisoned true, :stunned true}, :damage-immunity {:force true, :necrotic true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The helmed horror has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.", :name "Spell Immunity"} {:description "The helmed horror makes two longsword attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.", :name "Longsword", :type :action}]}, :erinyes-summoning-variant- {:key :erinyes-summoning-variant-, :int 14, :speed "30ft., fly 60ft. ", :name "Erinyes (Summoning Variant)", :alignment "lawful evil", :cha 18, :hit-points {:die 8, :die-count 18, :modifier 72}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :str 18, :saving-throws {:cha 8, :con 8, :dex 7, :wis 6}, :challenge 12, :con 18, :dex 16, :wis 14, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:infernal true, :telepathy-120ft- true}}, :traits [{:description "The devil chooses what to summon and attempts a magical summoning. An erinyes has a 50 percent chance of summoning 3d6 spined devils, 1d6 bearded devils, or one erinyes. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. ", :name "Summon Devil (1/Day)", :type :action} {:description "The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). ", :name "Hellish Weapons"} {:description "The erinyes has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The erinyes makes three attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 50/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. ", :name "Longbow", :type :action} {:description "The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. ", :name "Reaction: Parry"}]}, :horned-devil-summoning-variant- {:key :horned-devil-summoning-variant-, :int 12, :speed "20 ft., fly 60 ft. ", :name "Horned Devil (Summoning Variant)", :alignment "lawful evil", :cha 17, :hit-points {:die 10, :die-count 17, :modifier 55}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :str 22, :saving-throws {:cha 7, :dex 7, :str 10, :wis 7}, :challenge 11, :con 21, :dex 17, :wis 16, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:infernal true, :telepathy-120ft- true}}, :traits [{:description "The devil chooses what to summon and attempts a magical summoning. A horned devil has a 30 percent chance of summoning one horned devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Devil (1/Day)", :type :action} {:description "Magical darkness doesn't impede the devil's darkvision. ", :name "Devil's Sight"} {:description "The devil has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 15 (2d8 + 6) piercing damage. ", :name "Fork", :type :action} {:description "Melee Weapon Attack:+ 10 to hit, reach 10ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. ", :name "Tail", :type :action} {:description "Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. ", :name "Hurl Flame", :type :action}]}, :githyanki-knight {:key :githyanki-knight, :int 14, :speed "30 ft.", :name "Githyanki Knight", :alignment "lawful evil", :cha 15, :hit-points {:die 8, :die-count 14, :modifier 28}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :str 16, :saving-throws {:con 5, :int 5, :wis 5}, :challenge 8, :con 15, :dex 14, :wis 14, :props {:language {:gith true}}, :traits [{:description "The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:\nAt will: mage hand (the hand is invisible)\n3/day each: jump, misty step, nondetection (self only), tongues\nl/day each: plane shift, telekinesis", :name "Innate Spellcasting (Psionics)"} {:description "The githyanki makes two silver greatsword attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.", :name "Silver Greatsword", :type :action}]}, :lizard-king-queen {:key :lizard-king-queen, :int 11, :speed "30ft., swim 30ft.", :name "Lizard King/Queen", :alignment "chaotic evil", :cha 15, :hit-points {:die 8, :die-count 12, :modifier 24}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 4, :stealth 5, :survival 4}, :str 17, :saving-throws {:con 4, :wis 2}, :challenge 4, :con 15, :dex 12, :wis 11, :props {:condition-immunity {:frightened true}, :language {:abyssal true, :draconic true}}, :traits [{:description "The lizardfolk can hold its breath for 15 minutes.", :name "Hold Breath"} {:description "Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.", :name "Skewer"} {:description "The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.", :name "Claws", :type :action} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.", :name "Trident", :type :action}]}, :abominable-yeti {:key :abominable-yeti, :int 9, :speed "40ft., climb 40ft. ", :name "Abominable Yeti", :alignment "chaotic evil", :cha 9, :hit-points {:die 12, :die-count 11, :modifier 66}, :type :monstrosity, :size :huge, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 5, :stealth 4}, :str 24, :challenge 9, :con 22, :dex 10, :wis 13, :props {:damage-immunity {:cold true}, :language {:yeti true}}, :traits [{:description "If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ", :name "Fear of Fire"} {:description "The yeti has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. ", :name "Snow Camouflage"} {:description "The yeti can use its Chilling Gaze and makes two claw attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack:+ 11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage. ", :name "Claw", :type :action} {:description "The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour. ", :name "Chilling Gaze", :type :action} {:description "The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. ", :name "Cold Breath (Recharge 6)", :type :action}]}, :demilich-acererak-variant- {:legendary-actions {:description "The demilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The demilich regains spent legendary actions at the start of its turn"}, :key :demilich-acererak-variant-, :int 20, :speed "0 ft., fly 30 ft. (hover)", :name "Demilich (Acererak Variant)", :alignment "neutral evil", :cha 20, :hit-points {:die 4, :die-count 20}, :type :undead, :size :tiny, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 20, :str 1, :saving-throws {:cha 11, :con 6, :int 11, :wis 9}, :challenge 21, :con 10, :dex 20, :wis 17, :props {:condition-immunity {:charmed true, :deafened true, :frightened true, :paralyzed true, :petrified true, :poisoned true, :prone true, :stunned true}, :damage-immunity {:bludgeoning true, :necrotic true, :piercing true, :poison true, :psychic true, :slashing true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The demilich targets one creature that it can see within 30 feet of it. The target must make a DC 19 Charisma saving throw. On a failed save, the target's soul is magically trapped inside one of the demilich's gems. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist. If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target's body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped.", :name "Trap Soul", :type :action} {:description "If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", :name "Avoidance"} {:description "If the demilich fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/Day)"} {:description "The demilich is immune to effects that turn undead.", :name "Turn Immunity"} {:description "The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.", :name "Howl (Recharge 5-6)", :type :action} {:description "The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.", :name "Life Drain", :type :action} {:description "The demilich flies up to half its flying speed.", :name "Flight", :type :legendary-action} {:description "The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn.", :name "Cloud of Dust", :type :legendary-action} {:description "Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic.", :name "Energy Drain (Costs 2 Actions)", :type :legendary-action} {:description "The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.", :name "Vile Curse (Costs 3 Actions)", :type :legendary-action}]}, :troll-loathsome-limbs-variant- {:key :troll-loathsome-limbs-variant-, :int 7, :speed "30 ft.", :name "Troll (Loathsome Limbs Variant)", :alignment "chaotic evil", :cha 7, :hit-points {:die 10, :die-count 8, :modifier 40}, :type :giant, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 1}, :str 18, :challenge 5, :con 20, :dex 13, :wis 9, :props {:language {:giant true}}, :traits [{:description "Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: \n1-10: Nothing else happens. \n11-14: One leg is severed from the troll if it has any legs left. \n15-18: One arm is severed from the troll if it has any arms left. \n19-20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. \nIf the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. 1 A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed. ", :name "Loathsome Limbs"} {:description "The troll has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "The troll makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ", :name "Claw", :type :action}]}, :flameskull {:key :flameskull, :int 16, :speed "0 ft., fly 40ft.", :name "Flameskull", :alignment "neutral evil", :cha 11, :hit-points {:die 4, :die-count 9, :modifier 18}, :type :undead, :size :tiny, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:arcana 5, :perception 2}, :str 1, :challenge 4, :con 14, :dex 17, :wis 10, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:cold true, :fire true, :poison true}, :damage-resistance {:lightning true, :necrotic true, :piercing true}, :language {:common true}}, :traits [{:description "The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.", :name "Illumination"} {:description "The flameskull has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "If the flameskull is destroyed, it regains all its hit, points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.", :name "Rejuvenation"} {:description "The flameskull is a 5th-level spell caster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:\nCantrip (at will): mage hand\n1st level (3 slots): magic missile, shield\n2nd level (2 slots): blur, flaming sphere\n3rd level (1 slot): fireball", :name "Spellcasting"} {:description "The flameskull uses Fire Ray twice.", :name "Multiattack", :type :action} {:description "Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.", :name "Fire Ray", :type :action}]}, :pteradon {:key :pteradon, :int 2, :speed "10ft., fly 60ft.", :name "Pteradon", :alignment "unaligned", :cha 5, :hit-points {:die 8, :die-count 3}, :type :beast, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:perception 1}, :str 12, :challenge 0.25, :con 10, :dex 15, :wis 9, :traits [{:description "The pteranodon doesn't provoke an opportunity attack when it flies out of an enemy's reach.", :name "Flyby"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.", :name "Bite", :type :action}]}, :displacer-beast {:key :displacer-beast, :int 6, :speed "40ft.", :name "Displacer Beast", :alignment "lawful evil", :cha 8, :hit-points {:die 10, :die-count 10, :modifier 30}, :type :monstrosity, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :str 18, :challenge 3, :con 16, :dex 15, :wis 12, :traits [{:description "If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", :name "Avoidance"} {:description "The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of O.", :name "Displacement"} {:description "The displacer beast makes two attacks with its tentacles.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage.", :name "Tentacle", :type :action}]}, :drow-elite-warrior {:key :drow-elite-warrior, :int 11, :speed "30ft.", :name "Drow Elite Warrior", :alignment "neutral evil", :cha 12, :hit-points {:die 8, :die-count 11, :modifier 22}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :skills {:perception 4, :stealth 10}, :str 13, :saving-throws {:con 5, :dex 7, :wis 4}, :challenge 5, :con 14, :dex 18, :wis 13, :props {:language {:elvish true, :undercommon true}}, :traits [{:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.", :name "Fey Ancestry"} {:description "The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights\n1/day each: darkness ,faerie fire , levitate (self only)", :name "Innate Spellcasting"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "The drow makes two shortsword attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.", :name "Shortsword", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 30/120ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.", :name "Hand Crossbow", :type :action} {:description "The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.", :name "Reaction: Parry"}]}, :adult-blue-dracolich {:legendary-actions {:description "The dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dracolich regains spent legendary actions at the start of its turn."}, :key :adult-blue-dracolich, :int 16, :speed "40ft., burrow 30ft., fly 80ft.", :name "Adult Blue Dracolich", :alignment "lawful evil", :cha 19, :hit-points {:die 12, :die-count 18, :modifier 108}, :type :undead, :size :huge, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 19, :skills {:perception 12, :stealth 5}, :str 25, :saving-throws {:cha 9, :con 11, :dex 5, :str nil, :wis 7}, :challenge 17, :con 23, :dex 10, :wis 15, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:lightning true, :poison true}, :damage-resistance {:necrotic true}, :language {:common true, :draconic true}}, :traits [{:description "If the dracolich fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/Day)"} {:description "The dracolich has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +1 2 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.", :name "Claw", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit:16 (2d8 + 7) bludgeoning damage.", :name "Tail", :type :action} {:description "Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.", :name "Frightful Presence", :type :action} {:description "The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.", :name "Lightning Breath (Recharge 5-6)", :type :action} {:description "The dracolich makes a Wisdom (Perception) check.", :name "Detect", :type :legendary-action} {:description "The dracolich makes a tail attack.", :name "Tail Attack", :type :legendary-action} {:description "The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.", :name "Wing Attack (Costs 2 Actions)", :type :legendary-action}]}, :githzerai-monk {:key :githzerai-monk, :int 13, :speed "30ft.", :name "Githzerai Monk", :alignment "lawful neutral", :cha 10, :hit-points {:die 8, :die-count 7, :modifier 7}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 14, :skills {:insight 4, :perception 4}, :str 12, :saving-throws {:dex 3, :int 3, :str 3, :wis 4}, :challenge 2, :con 12, :dex 15, :wis 14, :props {:language {:gith true}}, :traits [{:description "The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:\nAt will : mage hand (the hand is invisible)\n3/day each: feather fall, jump, see invisibility, shield", :name "Innate Spellcasting (Psionics)"} {:description "While the githzerai is wearing no armor and wielding no shield , its AC includes its Wisdom modifier.", :name "Psychic Defense"} {:description "The githzerai makes two unarmed strikes.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.", :name "Unarmed Strike", :type :action}]}, :cyclops {:key :cyclops, :int 8, :speed "30ft.", :name "Cyclops", :alignment "chaotic neutral", :cha 10, :hit-points {:die 12, :die-count 12, :modifier 60}, :type :giant, :size :huge, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 14, :str 22, :challenge 6, :con 20, :dex 11, :wis 6, :props {:language {:giant true}}, :traits [{:description "The cyclops has disadvantage on any attack roll against a target more than 30 feet away.", :name "Poor Depth Perception"} {:description "The cyclops makes two greatclub attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage", :name "Greatclub", :type :action} {:description "Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.", :name "Rock", :type :action}]}, :empyrean {:legendary-actions {:description "The empyrean can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The empyrean regains spent legendary actions at the start of its turn."}, :key :empyrean, :int 21, :speed "50 ft., fly 50 ft., swim 50 ft.", :name "Empyrean", :alignment "chaotic good", :cha 27, :hit-points {:die 12, :die-count 19, :modifier 190}, :type :celestial, :size :huge, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 22, :skills {:insight 13, :persuasion 15}, :str 30, :saving-throws {:cha 15, :int 12, :str 17, :wis 13}, :challenge 23, :con 30, :dex 21, :wis 22, :props {:damage-immunity {:bludgeoning true, :piercing true, :slashing true}, :language {:all true}}, :traits [{:description "The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: greater restoration, pass without trace, water breathing, water walk\n1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)", :name "Innate Spellcasting"} {:description "If the empyrean fails a saving throw, it ca n choose to succeed instead.", :name "Legendary Resistance (3/Day)"} {:description "The empyrean has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The empyrean's weapon attacks are magical.", :name "Magic Weapons"} {:description "Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn.", :name "Maul", :type :action} {:description "Ranged Spell Attack: +15 to hit, range 600ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.", :name "Bolt", :type :action} {:description "The empyrean makes one attack.", :name "Attack", :type :legendary-action} {:description "The empyrean bolsters all non hostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn.", :name "Bolster", :type :legendary-action} {:description "The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.", :name "Trembling Strike (Costs 2 Actions)", :type :legendary-action}]}, :githyanki-warrior {:key :githyanki-warrior, :int 13, :speed "30 ft.", :name "Githyanki Warrior", :alignment "lawful evil", :cha 10, :hit-points {:die 8, :die-count 9, :modifier 9}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 17, :str 15, :saving-throws {:con 3, :int 3, :wis 3}, :challenge 3, :con 12, :dex 14, :wis 13, :props {:language {:gith true}}, :traits [{:description "The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:\nAt will: mage hand (the hand is invisible)\n3/day each: jump, misty step, nondetection (self only)", :name "Innate Spellcasting (Psionics)"} {:description "The githyanki makes two greatsword attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6)\npsychic damage.", :name "Greatsword", :type :action}]}, :swarm-of-beetles {:key :swarm-of-beetles, :int 1, :speed "20ft., climb 20ft., burrow 5 ft.", :name "Swarm of Beetles", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 5}, :type :beast, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :str 3, :challenge 0.5, :con 10, :dex 13, :wis 7, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :prone true, :restrained true, :stunned true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. ", :name "Swarm"} {:description "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. ", :name "Bites", :type :action}]}, :pentadrone {:key :pentadrone, :int 10, :speed "40ft.", :name "Pentadrone", :alignment "lawful neutral", :cha 13, :hit-points {:die 10, :die-count 5, :modifier 5}, :type :construct, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 16, :skills {:perception 4}, :str 15, :challenge 2, :con 12, :dex 14, :wis 10, :props {:language {:modron true}}, :traits [{:description "The pentadrone can't be compelled to act in a\nmanner contrary to its nature or its instructions.", :name "Axiomatic Mind"} {:description "If the pentadrone dies, its body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas carrying.", :name "Disintegration"} {:description "The pentadrone makes five arm attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.", :name "Arm", :type :action} {:description "The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC ll Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Paralysis Gas (Recharge 5- 6)", :type :action}]}, :imp-familiar {:key :imp-familiar, :int 11, :speed "20ft., fly 40ft. ", :name "Imp Familiar", :alignment "lawful evil", :cha 14, :hit-points {:die 4, :die-count 3, :modifier 3}, :type :fiend, :size :tiny, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:deception 4, :insight 3, :persuasion 4, :stealth 5}, :str 6, :challenge 1, :con 13, :dex 17, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :infernal true}}, :traits [{:description "The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within l mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.", :name "Familiar", :type :Other} {:description "The imp can use its action to polymorph into a beast form that resembles a rat (speed 20ft.), a raven (20ft., fly 60ft.), or a spider (20ft., climb 20ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ", :name "Shapechanger"} {:description "Magical darkness doesn't impede the imp's darkvision. ", :name "Devil's Sight"} {:description "The imp has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. ", :name "Sting (Bite in Beast Form)", :type :action} {:description "The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. ", :name "Invisibility", :type :action}]}, :thri-kreen-weapons-variant- {:key :thri-kreen-weapons-variant-, :int 8, :speed "40 ft.", :name "Thri-kreen (Weapons Variant)", :alignment "chaotic neutral", :cha 7, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 3, :stealth 4, :survival 3}, :str 12, :challenge 1, :con 13, :dex 15, :wis 12, :languages "thri kreen", :props {:language {:thri-kreen true}}, :traits [{:description "The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. ", :name "Chameleon Carapace"} {:description "The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. ", :name "Standing Leap"} {:description "Option 1: The thri-kreen makes two gythka attacks or two chatkcha attacks. \nOption 2: The thri-kreen makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. ", :name "Gythka", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ", :name "Chatkcha", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. ", :name "Claws", :type :action}]}, :bone-devil-summoning-variant- {:key :bone-devil-summoning-variant-, :int 13, :speed "40 ft., fly 40ft.", :name "Bone Devil (Summoning Variant)", :alignment "lawful evil", :cha 16, :hit-points {:die 10, :die-count 15, :modifier 60}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 19, :skills {:deception 7, :insight 6}, :str 18, :saving-throws {:cha 7, :int 5, :wis 6}, :challenge 9, :con 18, :dex 16, :wis 14, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:infernal true, :telepathy-120ft- true}}, :traits [{:description "The devil chooses what to summon and attempts a magical summoning. A bone devil has a 40 percent chance of summoning 2d6 spined devils or one bone devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. ", :name "Summon Devil (1/Day)", :type :action} {:description "Magical darkness doesn't impede the devil's darkvision.", :name "Devil's Sight"} {:description "The devil has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The devil makes three attacks: two with its claws and one with its sting. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 8 (1d8 + 4) slashing damage.", :name "Claw", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Sting", :type :action}]}, :yuan-ti-abomination {:key :yuan-ti-abomination, :int 17, :speed "40 ft.", :name "Yuan-ti Abomination", :alignment "neutral evil", :cha 18, :hit-points {:die 10, :die-count 15, :modifier 45}, :type :monstrosity, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 5, :stealth 6}, :str 19, :challenge 7, :con 17, :dex 16, :wis 15, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. ", :name "Shapechanger"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion \n1/day:fear ", :name "Innate Spellcasting (Abomination Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each. ", :name "Multiattack (Abomination Form Only)", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10ft., one target Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target ", :name "Constrict", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", :name "Scimitar (Abomination Form Only)", :type :action} {:description "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage. ", :name "Longbow (Abomination Form Only)", :type :action}]}, :myconid-sovereign {:key :myconid-sovereign, :int 13, :speed "30ft.", :name "Myconid Sovereign", :alignment "lawful neutral", :cha 10, :hit-points {:die 10, :die-count 8, :modifier 16}, :type :plant, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :str 12, :challenge 2, :con 14, :dex 10, :wis 15, :traits [{:description "When the myconid takes damage, all other\nmyconids within 240 feet of it can sense its pain.", :name "Distress Spores"} {:description "While in sunlight, the myconid has disadvantage\non ability checks, attack rolls, and saving throws. The myconid\ndies if it spends more than 1 hour in direct sunlight.", :name "Sun Sickness"} {:description "The myconid uses either its Hallucination Spores\nor its Pacifying Spores, then makes a fist attack.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:\n8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.", :name "Fist", :type :action} {:description "The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.", :name "Animating Spores (3/Day).", :type :action} {:description "The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Hallucination Spores", :type :action} {:description "The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.", :name "Pacifying Spores", :type :action} {:description "A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.", :name "Rapport Spores", :type :action}]}, :carrion-crawler {:key :carrion-crawler, :int 1, :speed "30ft., climb 30ft.", :name "Carrion Crawler", :alignment "unaligned", :cha 5, :hit-points {:die 10, :die-count 6, :modifier 18}, :type :monstrosity, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:perception 3}, :str 14, :challenge 2, :con 16, :dex 13, :wis 12, :traits [{:description "The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.", :name "Keen Smell"} {:description "The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", :name "Spider Climb"} {:description "The carrion crawler makes two attacks: one with its tentacles and one with its bite.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.", :name "Tentacles", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.", :name "Bite", :type :action}]}, :orc-eye-of-gruumsh {:key :orc-eye-of-gruumsh, :int 9, :speed "30ft.", :name "Orc Eye of Gruumsh", :alignment "chaotic evil", :cha 12, :hit-points {:die 8, :die-count 6, :modifier 8}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 16, :skills {:intimidation 3, :religion 1}, :str 16, :challenge 2, :con 16, :dex 12, :wis 13, :props {:language {:common true, :orc true}}, :traits [{:description "As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.", :name "Aggressive"} {:description "The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).", :name "Gruumsh's Fury"} {:description "The ore is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:\nCantrips (at-will): guidance, resistance, thaumaturgy\n1st level (4 slots): bless, command\n2nd level (2 slots): augury, spiritual weapon (spear)", :name "Spellcasting"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.", :name "Spear", :type :action}]}, :green-slaad-control-gem-variant- {:key :green-slaad-control-gem-variant-, :int 11, :speed "30 ft.", :name "Green Slaad (Control Gem Variant)", :alignment "chaotic neutral", :cha 12, :hit-points {:die 10, :die-count 15, :modifier 45}, :type :aberration, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 16, :skills {:arcana 3, :perception 2}, :str 18, :challenge 8, :con 16, :dex 15, :wis 8, :props {:damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:slaad true, :telepathy-60-ft- true}}, :traits [{:description "Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. ", :name "Control Gem"} {:description "The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ", :name "Shapechanger"} {:description "The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components: \nAt will: detect magic, detect thoughts, mage hand \n2/day each: fear, invisibility (self only) \n1/day: fireball", :name "Innate Spellcasting"} {:description "The slaad has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ", :name "Regeneration"} {:description "The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. ", :name "Bite (Slaad Form Only)", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) slashing damage. ", :name "Claw (Siaad Form Only)", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ", :name "Staff", :type :action} {:description "Ranged Spell Attack: +4 to hit, range 60ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried. ", :name "Hurl Flame", :type :action}]}, :demilich {:legendary-actions {:description "The demilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The demilich regains spent legendary actions at the start of its turn."}, :key :demilich, :int 20, :speed "0 ft., fly 30 ft. (hover)", :name "Demilich", :alignment "neutral evil", :cha 20, :hit-points {:die 4, :die-count 20}, :type :undead, :size :tiny, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 20, :str 1, :saving-throws {:cha 11, :con 6, :int 11, :wis 9}, :challenge 19, :con 10, :dex 20, :wis 17, :props {:condition-immunity {:charmed true, :deafened true, :frightened true, :paralyzed true, :petrified true, :poisoned true, :prone true, :stunned true}, :damage-immunity {:bludgeoning true, :necrotic true, :piercing true, :poison true, :psychic true, :slashing true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-vulnerability {:bludgeoning false, :piercing false, :slashing false}}, :traits [{:description "CR 18 (20,000XP)", :name "Challenge Rating"} {:description "If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", :name "Avoidance"} {:description "If the demilich fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/Day)"} {:description "The demilich is immune to effects that turn undead.", :name "Turn Immunity"} {:description "The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.", :name "Howl (Recharge 5-6)", :type :action} {:description "The demilich flies up to half its flying speed.", :name "Flight", :type :legendary-action} {:description "The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn.", :name "Cloud of Dust", :type :legendary-action} {:description "Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic.", :name "Energy Drain (Costs 2 Actions)", :type :legendary-action} {:description "The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.", :name "Vile Curse (Costs 3 Actions)", :type :legendary-action}]}, :ultroloth {:key :ultroloth, :int 18, :speed "30ft., fly 60ft. ", :name "Ultroloth", :alignment "neutral evil", :cha 19, :hit-points {:die 8, :die-count 18, :modifier 72}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 19, :skills {:intimidation 9, :perception 7, :stealth 8}, :str 16, :challenge 13, :con 18, :dex 16, :wis 15, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components: \nAt will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion \n3/day each: dimension door,fear, wall of fire \n1/day each: fire storm, mass suggestion ", :name "Innate Spellcasting"} {:description "The ultroloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The ultroloth's weapon attacks are magical.", :name "Magic Weapons"} {:description "The ultroloth can use its Hypnotic Gaze and makes three melee attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours. ", :name "Hypnotic Gaze", :type :action} {:description "The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action}]}, :mud-mephit {:key :mud-mephit, :int 9, :speed "20 ft., fly 20 ft., swim 20 ft.", :name "Mud Mephit", :alignment "neutral evil", :cha 7, :hit-points {:die 6, :die-count 6, :modifier 6}, :type :elemental, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 11, :skills {:stealth 3}, :str 8, :challenge 0.25, :con 12, :dex 12, :wis 11, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}}, :traits [{:description "When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn.", :name "Death Burst"} {:description "While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.", :name "False Appearance"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage.", :name "Fists", :type :action} {:description "The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Mud Breath (Recharge 6)", :type :action}]}, :pentadrone-rogue-variant- {:key :pentadrone-rogue-variant-, :int 10, :speed "40ft.", :name "Pentadrone (Rogue Variant)", :alignment "any non-lawful alignment", :cha 13, :hit-points {:die 10, :die-count 5, :modifier 5}, :type :construct, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 16, :skills {:perception 4}, :str 15, :challenge 2, :con 12, :dex 14, :wis 10, :props {:language {:modron true}}, :traits [{:description "If the pentadrone dies, its body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas carrying.", :name "Disintegration"} {:description "The pentadrone makes five arm attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target.\nHit: 5 (1d6 + 2) bludgeoning damage.", :name "Arm", :type :action} {:description "The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC ll Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Paralysis Gas (Recharge 5-6)", :type :action}]}, :nalfeshnee-summoning-variant- {:key :nalfeshnee-summoning-variant-, :int 19, :speed "20ft., fly 30ft.", :name "Nalfeshnee (Summoning Variant)", :alignment "chaotic evil", :cha 15, :hit-points {:die 10, :die-count 16, :modifier 96}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :str 21, :saving-throws {:cha 7, :con 11, :int 9, :wis 6}, :challenge 13, :con 22, :dex 10, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The demon chooses what to summon and attempts a magical summoning. A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Demon (1/Day)", :type :action} {:description "The nalfeshnee has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 15 (3d6 + 5) slashing damage.", :name "Claw", :type :action} {:description "The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.", :name "Horror Nimbus (Recharge 5-6)", :type :action} {:description "The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.", :name "Teleport", :type :action}]}, :gray-slaad {:key :gray-slaad, :int 13, :speed "30 ft.", :name "Gray Slaad", :alignment "chaotic neutral", :cha 14, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :aberration, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :skills {:arcana 5, :perception 6}, :str 17, :challenge 9, :con 16, :dex 17, :wis 8, :props {:damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:slaad true, :telepathy-60-ft- true}}, :traits [{:description "The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ", :name "Shapechanger"} {:description "The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components: \nAt will: detect magic, detect thoughts, invisibility (self only), mage hand, major image \n2/day each:fear,fly,fireball, tongues \n1/day: plane shift (self only) ", :name "Innate Spellcasting"} {:description "The slaad has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The slaad's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ", :name "Regeneration"} {:description "The slaad makes three attacks: one with its bite and two with its claws or greatsword. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ", :name "Bite (Slaad Form Only)", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. ", :name "Claws (Slaad Form Only)", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ", :name "Greatsword", :type :action}]}, :spectator {:key :spectator, :int 13, :speed "0 ft., fly 30ft. (hover)", :name "Spectator", :alignment "lawful neutral", :cha 11, :hit-points {:die 8, :die-count 6, :modifier 12}, :type :aberration, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 14, :skills {:perception 6}, :str 8, :challenge 3, :con 14, :dex 14, :wis 14, :props {:condition-immunity {:prone true}, :language {:deep-speech true, :telepathy-120ft- true, :undercommon true}}, :traits [{:description "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) piercing damage.", :name "Bite", :type :action} {:description "The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.\n1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.\n2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.\n4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. ", :name "Eye Rays", :type :action} {:description "The spectator magically creates enough food and water to sustain itself for 24 hours.", :name "Create Food and Water", :type :action} {:description "If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.", :name "Reaction: Spell Reflection"}]}, :tridrone-rogue-variant- {:key :tridrone-rogue-variant-, :int 9, :speed "30ft.", :name "Tridrone (Rogue Variant)", :alignment "any non-lawful alignment", :cha 9, :hit-points {:die 8, :die-count 3, :modifier 3}, :type :construct, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :str 12, :challenge 0.5, :con 12, :dex 13, :wis 10, :props {:language {:modron true}}, :traits [{:description "If the tridrone dies, its body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas carrying.", :name "Disintegration"} {:description "The tridrone makes three fist attacks or three\njavelin attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:\n3 (1d4 + 1) bludgeoning damage.", :name "Fist", :type :action} {:description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or\nrange 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.", :name "Javelin", :type :action}]}, :quadrone-rogue-variant- {:key :quadrone-rogue-variant-, :int 10, :speed "30ft., fly 30ft.", :name "Quadrone (Rogue Variant)", :alignment "any non-lawful alignment", :cha 11, :hit-points {:die 8, :die-count 4, :modifier 4}, :type :construct, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 16, :skills {:perception 2}, :str 12, :challenge 1, :con 12, :dex 14, :wis 10, :languages "modron", :props {:language {:modron true}}, :traits [{:description "If the quadrone dies, its body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas carrying.", :name "Disintegration"} {:description "The quadrone makes two fist attacks or four\nshortbow attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:\n3 (1d4 + 1) bludgeoning damage.", :name "Fist", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", :name "Shortbow", :type :action}]}, :yochlol-summoning-variant- {:key :yochlol-summoning-variant-, :int 13, :speed "30ft., climb 30ft. ", :name "Yochlol (Summoning Variant)", :alignment "chaotic evil", :cha 15, :hit-points {:die 8, :die-count 16, :modifier 64}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:deception 10, :insight 6}, :str 15, :saving-throws {:cha 6, :dex 6, :int 5, :wis 6}, :challenge 10, :con 18, :dex 14, :wis 15, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :elvish true, :undercommon true}}, :traits [{:description "The demon chooses what to summon and attempts a magical summoning. A yochlol has a 50 percent chance of summoning one yochlol. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Demon (1/Day)", :type :action} {:description "The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.", :name "Shapechanger"} {:description "The yochlol has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", :name "Spider Climb"} {:description "The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components: \nAt will: detect thoughts, web \n1/day: dominate person ", :name "Innate Spellcasting"} {:description "The yochlol ignores movement restrictions caused by webbing.", :name "Web Walker"} {:description "The yochlol makes two melee attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft. (10ft. in demon form), one target. Hit: 5 (1d6 + 2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage.", :name "Slam (Bite in Spider Form)", :type :action} {:description "The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. While in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated. ", :name "Mist Form", :type :action}]}, :nyacaloth {:key :nyacaloth, :int 12, :speed "40 ft., fly 60ft. ", :name "Nyacaloth", :alignment "neutral evil", :cha 15, :hit-points {:die 10, :die-count 13, :modifier 52}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :skills {:intimidation 6, :perception 4, :stealth 4}, :str 20, :challenge 9, :con 19, :dex 11, :wis 10, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components: \nAt will: darkness, detect magic, dispel magic, invisibility (self only), mirror image ", :name "Innate Spellcasting"} {:description "The nycaloth has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The nycaloth's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. ", :name "Greataxe", :type :action} {:description "The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action}]}, :gnoll-fang-of-yeenoghu {:key :gnoll-fang-of-yeenoghu, :int 10, :speed "30ft.", :name "Gnoll Fang of Yeenoghu", :alignment "chaotic evil", :cha 13, :hit-points {:die 8, :die-count 10, :modifier 20}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 14, :str 17, :saving-throws {:cha 3, :con 4, :wis 2}, :challenge 4, :con 15, :dex 15, :wis 11, :props {:language {:abyssal true, :gnoll true}}, :traits [{:description "When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll ca n take a bonus action to move up to half its speed and make a bite attack.", :name "Rampage"} {:description "The gnoll makes three attacks: one with its bite and two with its claws.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.Hit: 7 (1d8 + 3) slashing damage.", :name "Claw", :type :action}]}, :water-weird {:key :water-weird, :int 10, :speed "0 ft., swim 60 ft. ", :name "Water Weird", :alignment "neutral", :cha 10, :hit-points {:die 10, :die-count 9, :modifier 9}, :type :elemental, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :str 17, :challenge 3, :con 13, :dex 16, :wis 10, :props {:condition-immunity {:grappled true, :paralyzed true, :poisoned true, :prone true, :restrained true, :unconscious true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :fire true, :piercing true, :slashing true}, :language {:understands-aquan-but-doesnt-speak true}}, :traits [{:description "The water weird is invisible while fully immersed in water. ", :name "Invisible in Water"} {:description "The water weird dies if it leaves the water to which it is bound or if that water is destroyed.", :name "Water Bound"} {:description "Melee Weapon Attack: +5 to hit, reach 10ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target. ", :name "Constrict", :type :action}]}, :quasit-familiar {:key :quasit-familiar, :int 7, :speed "40 ft.", :name "Quasit Familiar", :alignment "chaotic evil", :cha 10, :hit-points {:die 4, :die-count 3}, :type :fiend, :size :tiny, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:stealth 5}, :str 5, :challenge 1, :con 10, :dex 17, :wis 10, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :common true}}, :traits [{:description "The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the qua sit can end its service as a familiar, ending the telepathic bond.", :name "Familiar"} {:description "The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10ft. fly 40ft.), a centipede (40ft., climb 40ft.), or a toad (40ft., swim 40ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.", :name "Shapechanger"} {:description "The quasit has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Claws (Bite in Beast Form)", :type :action} {:description "One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.", :name "Scare (1/Day)", :type :action} {:description "The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.", :name "Invisibility", :type :action}]}, :pseudodragon-familiar {:key :pseudodragon-familiar, :int 10, :speed "15ft., fly 60ft. ", :name "Pseudodragon Familiar", :alignment "neutral good", :cha 10, :hit-points {:die 4, :die-count 2, :modifier 2}, :type :dragon, :size :tiny, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:perception 3, :stealth 4}, :str 6, :challenge 0.25, :con 13, :dex 15, :wis 12, :props {:language {:understands-common-and-draconic-but-cant-speak- true}}, :traits [{:description "The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond. ", :name "Familiar"} {:description "The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. ", :name "Keen Senses"} {:description "The pseudodragon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. ", :name "Limited Telepathy"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. ", :name "Sting", :type :action}]}, :young-remorhaz- {:key :young-remorhaz-, :int 3, :speed "30ft., burrow 20ft. ", :name "Young Remorhaz ", :alignment "unaligned", :cha 4, :hit-points {:die 10, :die-count 11, :modifier 33}, :type :monstrosity, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 14, :str 18, :challenge 5, :con 17, :dex 13, :wis 10, :props {:damage-immunity {:cold true, :fire true}}, :traits [{:description "A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. ", :name "Heated Body"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage.", :name "Bite", :type :action}]}, :dust-mephit-summoning-variant- {:damage-resistances "fire", :key :dust-mephit-summoning-variant-, :damage-vulnerabilities "fire", :int 9, :speed "30 ft., fly 30ft.", :name "Dust Mephit (Summoning Variant)", :damage-immunities "poison", :alignment "neutral evil", :cha 10, :hit-points {:die 6, :die-count 5}, :type :elemental, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:perception 2, :stealth 4}, :str 5, :challenge 0.5, :con 10, :dex 14, :condition-immunities "poisoned", :wis 11, :languages "auran, terran", :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-vulnerability {:fire true}, :language {:auran true, :terran true}}, :traits [{:description "When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.", :name "Death Burst"} {:description "The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.", :name "Innate Spellcasting (1/Day)."} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.", :name "Claws", :type :action} {:description "The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Mephits (1/Day)", :type :action} {:description "The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Blinding Breath (Recharge 6)", :type :action}]}, :sea-hag-coven-variant- {:key :sea-hag-coven-variant-, :int 12, :speed "30ft., swim 40ft. ", :name "Sea Hag (Coven Variant)", :alignment "chaotic evil", :cha 13, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :fey, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 14, :str 16, :challenge 4, :con 16, :dex 13, :wis 12, :props {:language {:aquan true, :common true, :giant true}}, :traits [{:description "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: \n1st level (4 slots): identify, ray of sickness \n2nd level (3 slots): hold person, locate object \n3rd level (3 slots): bestow curse, counterspell, lightning bolt \n4th level (3 slots): phantasmal killer, polymorph \n5th level (2 slots): contact other plane, scrying \n6th level (1 slot): eye bite \nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 +the hag's Intelligence modifier, and the spell attack bonus is 4 +the hag's Intelligence modifier. ", :name "Shared Spellcasting"} {:description "The hag can breathe air and water. ", :name "Amphibious"} {:description "Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. ", :name "Horrific Appearance"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ", :name "Claws", :type :action} {:description "The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.", :name "Death Glare", :type :action} {:description "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. ", :name "Illusory Appearance", :type :action}]}, :grick-alpha {:key :grick-alpha, :int 4, :speed "30ft., climb 30ft.", :name "Grick Alpha", :alignment "neutral", :cha 9, :hit-points {:die 10, :die-count 10, :modifier 20}, :type :monstrosity, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :str 18, :challenge 7, :con 15, :dex 16, :wis 14, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.", :name "Stone Camouflage"} {:description "The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.", :name "Tail", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 22 (4d8 + 4) slashing damage.", :name "Tentacles", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) piercing damage.", :name "Beak", :type :action}]}, :nycaloth-summoning-variant- {:key :nycaloth-summoning-variant-, :int 12, :speed "40 ft., fly 60ft.", :name "Nycaloth (Summoning Variant)", :damage-immunities "acid, poison", :alignment "neutral evil", :cha 15, :hit-points {:die 10, :die-count 13, :modifier 52}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :skills {:intimidation 6, :perception 4, :stealth 4}, :str 20, :challenge 9, :con 19, :dex 11, :condition-immunities "poisoned", :wis 10, :languages "abyssal, infernal, telepathy 60 ft", :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The yugoloth chooses what to summon and attempts a magical summoning. A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. ", :name "Summon Yugoloth (1/Day)", :type :action} {:description "The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components: \nAt will: darkness, detect magic, dispel magic, invisibility (self only), mirror image", :name "Innate Spellcasting"} {:description "The nycaloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The nycaloth's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.", :name "Greataxe", :type :action} {:description "The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action}]}, :grell {:key :grell, :int 12, :speed "10ft., fly 30ft. (hover)", :name "Grell", :alignment "neutral evil", :cha 9, :hit-points {:die 8, :die-count 10, :modifier 10}, :type :aberration, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:perception 4, :stealth 6}, :str 15, :challenge 3, :con 13, :dex 14, :wis 11, :props {:condition-immunity {:blinded true, :prone true}, :damage-immunity {:lightning true}, :language {:grell true}}, :traits [{:description "The grell makes two attacks: one with its tentacles and one with its beak.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 10ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.", :name "Tentacles", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage.", :name "Beak", :type :action}]}, :beholder {:legendary-actions {:description "The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn."}, :key :beholder, :int 17, :speed "0 ft., fly 20ft. (hover)", :name "Beholder", :alignment "lawful evil", :cha 17, :hit-points {:die 10, :die-count 19, :modifier 76}, :type :aberration, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :skills {:perception 12}, :str 10, :saving-throws {:cha 8, :int 8, :wis 7}, :challenge 13, :con 18, :dex 14, :wis 15, :props {:condition-immunity {:prone true}, :language {:deep-speech true, :undercommon true}}, :traits [{:description "The beholder's central eye creates an area of antimagic, as in the anti magic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.", :name "Antimagic Cone"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.", :name "Bite", :type :action} {:description "The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:", :name "Eye Rays", :type :action} {:description "The beholder uses one random eye ray.", :name "Eye Ray", :type :legendary-action} {:description "The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. ", :name "1. Charm Ray", :type :action} {:description "The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "2. Paralyzing Ray", :type :action} {:description "The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "3. Fear Ray", :type :action} {:description "The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "4. Slowing Ray", :type :action} {:description "The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. ", :name "5. Enervation Ray", :type :action} {:description "If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. ", :name "6. Telekinetic Ray", :type :action} {:description "The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. ", :name "7. Sleep Ray", :type :action} {:description "The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. ", :name "8. Petrification Ray", :type :action} {:description "If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. ", :name "9. Disintegration Ray", :type :action} {:description "The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. ", :name "10. Death Ray", :type :action}]}, :mezzoloth {:key :mezzoloth, :int 7, :speed "40 ft.", :name "Mezzoloth", :alignment "neutral evil", :cha 11, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :skills {:perception 3}, :str 18, :challenge 5, :con 16, :dex 11, :wis 10, :languages "abyssal, infernal, telepathy 60 ft", :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components:\n2/day each: darkness, dispel magic \n1/day: cloudkill", :name "Innate Spellcasting"} {:description "The mezzoloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The mezzoloth's weapon attacks are magical.", :name "Magic Weapons"} {:description "The mezzoloth makes two attacks: one with its claws and one with its trident.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. ", :name "Claws", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when held with two claws and used to make a melee attack. ", :name "Trident", :type :action} {:description "The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action}]}, :monodrone-rogue-variant- {:key :monodrone-rogue-variant-, :int 4, :speed "30ft., fly 30ft.", :name "Monodrone (Rogue Variant)", :alignment "any non-lawful alignment", :cha 5, :hit-points {:die 8, :die-count 1, :modifier 1}, :type :construct, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :str 10, :challenge 0.125, :con 12, :dex 13, :wis 10, :props {:language {:modron true}}, :traits [{:description "If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.", :name "Disintegration"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.", :name "Dagger", :type :action} {:description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.", :name "Javelin", :type :action}]}, :shadow-demon {:key :shadow-demon, :int 14, :speed "30ft., fly 30ft.", :name "Shadow Demon", :alignment "chaotic evil", :cha 14, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:stealth 7}, :str 1, :saving-throws {:cha 4, :dex 5}, :challenge 4, :con 12, :dex 17, :wis 13, :props {:condition-immunity {:grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}, :damage-immunity {:cold true, :lightning true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :fire true, :necrotic true, :piercing true, :slashing true, :thunder true}, :damage-vulnerability {:radiant true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.", :name "Incorporeal Movement"} {:description "While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Light Sensitivity"} {:description "While in dim light or darkness, the demon can take the Hide action as a bonus action.", :name "Shadow Stealth"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll , 17 (4d6 + 3) psychic damage.", :name "Claws", :type :action}]}, :peryton {:key :peryton, :int 9, :speed "20ft., fly 60ft.", :name "Peryton", :alignment "chaotic evil", :cha 10, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :monstrosity, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:perception 5}, :str 16, :challenge 2, :con 13, :dex 12, :wis 12, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:understands-common-and-elvish-but-cant-speak true}}, :traits [{:description "If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.", :name "Dive Attack"} {:description "The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.", :name "Flyby"} {:description "The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.", :name "Keen Sight and Smell"} {:description "The peryton makes one gore attack and one talon attack.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", :name "Gore", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.", :name "Talons", :type :action}]}, :kuo-toa {:description "Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.", :key :kuo-toa, :int 11, :speed "30ft., swim 30ft.", :name "Kuo-toa", :alignment "neutral evil", :cha 8, :hit-points {:die 8, :die-count 4}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:perception 4}, :str 13, :challenge 0.25, :con 11, :dex 10, :wis 10, :props {:language {:undercommon true}}, :traits [{:description "The kuo-toa can breathe air and water.", :name "Amphibious"} {:description "The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.", :name "Otherworldly Perception"} {:description "The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.", :name "Slippery"} {:description "While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.", :name "Bite", :type :action} {:description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.", :name "Spear", :type :action} {:description "Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.", :name "Net", :type :action} {:description "When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.", :name "Reaction: Sticky Shield"}]}, :revenant {:key :revenant, :int 13, :speed "30 ft.", :name "Revenant", :alignment "neutral", :cha 18, :hit-points {:die 8, :die-count 16, :modifier 64}, :type :undead, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :str 18, :saving-throws {:cha 7, :con 7, :str 7, :wis 6}, :challenge 5, :con 18, :dex 14, :wis 16, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true, :stunned true}, :damage-immunity {:poison true}, :damage-resistance {:necrotic true, :psychic true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. ", :name "Rejuvenation"} {:description "The revenant is immune to effects that turn undead.", :name "Turn Immunity"} {:description "The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. ", :name "Vengeful Tracker"} {:description "The revenant makes two fist attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.", :name "Fist", :type :action} {:description "The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success. ", :name "Vengeful Glare", :type :action}]}, :smoke-mephit {:description "Smoke mephits are crude, lazy creatures of air and fire that billow smoke constantly. They rarely speak the truth and love to mock and mislead other creatures.", :key :smoke-mephit, :int 10, :speed "30 ft., fly 30ft.", :name "Smoke Mephit", :alignment "neutral evil", :cha 11, :hit-points {:die 6, :die-count 5, :modifier 5}, :type :elemental, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:perception 2, :stealth 4}, :str 6, :challenge 0.25, :con 12, :dex 14, :wis 10, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :language {:auran true, :ignan true}}, :traits [{:description "When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.", :name "Death Burst"} {:description "The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.", :name "Innate Spellcasting (1/Day)"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage", :name "Claws", :type :action} {:description "The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn.", :name "Cinder Breath (Recharge 6)", :type :action}]}, :scarecrow {:key :scarecrow, :int 10, :speed "30 ft.", :name "Scarecrow", :alignment "chaotic evil", :cha 13, :hit-points {:die 8, :die-count 8}, :type :construct, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 11, :str 11, :challenge 1, :con 11, :dex 13, :wis 10, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true, :unconscious true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-vulnerability {:fire true}, :language {:understands-the-languages-of-its-creator-but-cant-speak- true}}, :traits [{:description "While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow. ", :name "False Appearance"} {:description "The scarecrow makes two claw attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn. ", :name "Claw", :type :action} {:description "The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed.", :name "Terrifying Glare", :type :action}]}, :diseased-giant-rat {:key :diseased-giant-rat, :int 2, :speed "30 ft.", :name "Diseased Giant Rat", :alignment "unaligned", :cha 4, :hit-points {:die 6, :die-count 2}, :type :beast, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :str 7, :challenge 0.125, :con 11, :dex 15, :wis 10, :traits [{:description "The rat has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. ", :name "Bite", :type :action}]}, :drider-spellcaster {:key :drider-spellcaster, :int 13, :speed "30ft., climb 30ft.", :name "Drider Spellcaster", :alignment "chaotic evil", :cha 12, :hit-points {:die 10, :die-count 13, :modifier 52}, :type :monstrosity, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 19, :skills {:perception 5, :stealth 9}, :str 16, :challenge 6, :con 18, :dex 16, :wis 16, :props {:language {:elvish true, :undercommon true}}, :traits [{:description "The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.", :name "Fey Ancestry"} {:description "The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: \nAt will: dancing lights \n1/day each: darkness, faerie fire ", :name "Innate Spellcasting"} {:description "The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", :name "Spider Climb"} {:description "While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The drider ignores movement restrictions caused by webbing.", :name "Web Walker"} {:description "The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list: \nCantrips (at will): poison spray, thaumaturgy \n1st level (4 slots): bane, detect magic, sanctuary \n2nd level (3 slots): hold person, silence \n3rd level (3 slots): clairvoyance, dispel magic \n4th level (2 slots): divination , freedom of movement ", :name "Spellcasting"} {:description "The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage. ", :name "Longbow", :type :action}]}, :hook-horror {:key :hook-horror, :int 6, :speed "30ft., climb 30ft.", :name "Hook Horror", :alignment "neutral", :cha 7, :hit-points {:die 10, :die-count 10, :modifier 20}, :type :monstrosity, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 3}, :str 18, :challenge 3, :con 15, :dex 10, :wis 12, :props {:language {:hook-horror true}}, :traits [{:description "The hook horror can't use its blindsight while deafened.", :name "Echolocation"} {:description "The hook horror has advantage on Wisdom (Perception) checks that rely on hearing.", :name "Keen Hearing"} {:description "The hook horror makes two hook attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) piercing damage.", :name "Hook", :type :action}]}, :spined-devil {:key :spined-devil, :int 11, :speed "20ft., fly 40ft.", :name "Spined Devil", :alignment "lawful evil", :cha 8, :hit-points {:die 6, :die-count 5, :modifier 5}, :type :fiend, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :str 10, :challenge 2, :con 12, :dex 15, :wis 14, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:infernal true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede the devil's darkvision.", :name "Devil's Sight"} {:description "The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.", :name "Flyby"} {:description "The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.", :name "Limited Spines"} {:description "The devil has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The devil makes two attacks: one with its bite and one with its fork or two with its tail spin es.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.", :name "Fork", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 20/80ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.", :name "Tail Spine", :type :action}]}, :tridrone {:key :tridrone, :int 9, :speed "30ft.", :name "Tridrone", :alignment "lawful neutral", :cha 9, :hit-points {:die 8, :die-count 3, :modifier 3}, :type :construct, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :str 12, :challenge 0.5, :con 12, :dex 13, :wis 10, :languages "modron", :props {:language {:modron true}}, :traits [{:description "The tridrone can't be compelled to act in a\nmanner contrary to its nature or its instructions.", :name "Axiomatic Mind"} {:description "If the tridrone dies, its body disintegrates\ninto dust, leaving behind its weapons and anything else it\nwas carrying.", :name "Disintegration"} {:description "The tridrone makes three fist attacks or three\njavelin attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:\n3 (1d4 + 1) bludgeoning damage.", :name "Fist", :type :action} {:description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or\nrange 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.", :name "Javelin", :type :action}]}, :gnoll-pack-lord {:key :gnoll-pack-lord, :int 8, :speed "30ft.", :name "Gnoll Pack Lord", :alignment "chaotic evil", :cha 9, :hit-points {:die 8, :die-count 9, :modifier 9}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :str 16, :challenge 2, :con 13, :dex 14, :wis 11, :props {:language {:gnoll true}}, :traits [{:description "When the gnoll reduces a creature to 0 hit points with a melee attack on its turn , the gnoll can take a bonus action to move up to half its speed and make a bite attack.", :name "Rampage"} {:description "The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) slashing damage.", :name "Glaive", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.", :name "Longbow", :type :action} {:description "One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.", :name "Incite Rampage (Recharge 5-6)", :type :action}]}, :psychic-gray-ooze {:description "A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psionic creatures such as mind flayers, suggesting that the ooze can sense and mimic psionic ability.", :key :psychic-gray-ooze, :int 6, :speed "10ft., climb 10ft.", :name "Psychic Gray Ooze", :alignment "unaligned", :cha 2, :hit-points {:die 8, :die-count 3, :modifier 9}, :type :ooze, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 8, :skills {:stealth 2}, :str 12, :challenge 0.5, :con 16, :dex 6, :wis 6, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :frightened true, :prone true}, :damage-resistance {:acid true, :cold true, :fire true}}, :traits [{:description "The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.", :name "Psychic Crush (Recharge 5-6)", :type :action} {:description "The ooze can move through a space as narrow as 1 inch wide without squeezing.", :name "Amorphous"} {:description "Any non magical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, non magical metal in 1 round.", :name "Corrode Metal"} {:description "While the ooze remains motionless, it is\nindistinguishable from an oily pool or wet rock.", :name "False Appearance"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing non magical metal armor, its armor is partly corroded and takes a permanent and cumulative - 1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.", :name "Pseudopod", :type :action}]}, :satyr-pipes-variant- {:key :satyr-pipes-variant-, :int 12, :speed "40 ft.", :name "Satyr (Pipes Variant)", :alignment "chaotic neutral", :cha 14, :hit-points {:die 8, :die-count 7}, :type :fey, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 14, :skills {:perception 2, :performance 6, :stealth 5}, :str 12, :challenge 0.5, :con 11, :dex 16, :wis 10, :props {:language {:common true, :elvish true, :sylvan true}}, :traits [{:description "The satyr has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. ", :name "Ram", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ", :name "Shortsword", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", :name "Shortbow", :type :action} {:description "The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creatures that can't be charmed are unaffected. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours. \nCharming Melody. The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately. \nFrightening Strain. The creature is frightened for 1 minute. \nGentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake. ", :name "Panpipes", :type :action}]}, :steam-mephit-summoning-variant- {:key :steam-mephit-summoning-variant-, :int 11, :speed "30ft., fly 30ft.", :name "Steam Mephit (Summoning Variant)", :damage-immunities "fire, poison", :alignment "neutral evil", :cha 12, :hit-points {:die 6, :die-count 6}, :type :elemental, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 10, :str 5, :challenge 0.25, :con 10, :dex 11, :condition-immunities "poisoned", :wis 10, :languages "aquan, ignan", :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :language {:aquan true, :ignan true}}, :traits [{:description "When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.", :name "Death Burst"} {:description "The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.", :name "Innate Spellcasting (1/Day)"} {:description "The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Mephits (1/Day)", :type :action} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.", :name "Claws", :type :action} {:description "The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.", :name "Steam Breath (Recharge 6)", :type :action}]}, :sahuagin-baron {:key :sahuagin-baron, :int 14, :speed "30ft., swim 50 ft.", :name "Sahuagin Baron", :alignment "lawful evil", :cha 17, :hit-points {:die 10, :die-count 9, :modifier 27}, :type :humanoid, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 16, :skills {:perception 7}, :str 19, :saving-throws {:con 6, :dex 5, :int 5, :wis 4}, :challenge 5, :con 16, :dex 15, :wis 13, :props {:language {:sahuagin true}}, :traits [{:description "The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. ", :name "Blood Frenzy"} {:description "The sahuagin can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating. ", :name "Limited Amphibiousness"} {:description "The sahuagin can magically command any shark within 120 feet of him, using a limited telepathy. ", :name "Shark Telepathy"} {:description "The sahuagin makes three attacks: one with his bite and two with his claws or trident. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ", :name "Claws", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. ", :name "Trident", :type :action}]}, :cambion {:key :cambion, :int 14, :speed "30ft., fly 60ft.", :name "Cambion", :alignment "any evil alignment", :cha 16, :hit-points {:die 8, :die-count 11, :modifier 33}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 19, :skills {:deception 6, :intimidation 6, :perception 4, :stealth 7}, :str 18, :saving-throws {:cha 6, :con 6, :int 5, :str 7}, :challenge 5, :con 16, :dex 18, :wis 12, :props {:damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :poison true, :slashing true}, :language {:abyssal true, :common true, :infernal true}}, :traits [{:description "The AC of the cambion includes its Charisma bonus.", :name "Fiendish Blessing"} {:description "The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: \n3/day each: alter self, command, detect magic\n1/day: plane shift (self only)", :name "Innate Spellcasting"} {:description "The cambion makes two melee attacks or uses its Fire Ray twice.", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1 d6) fire damage.", :name "Spear", :type :action} {:description "Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit: 10 (3d6) fire damage.", :name "Fire Ray", :type :action} {:description "One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.", :name "Fiendish Charm", :type :action}]}, :death-knight {:key :death-knight, :int 12, :speed "30ft.", :name "Death Knight", :alignment "chaotic evil", :cha 18, :hit-points {:die 8, :die-count 19, :modifier 95}, :type :undead, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 20, :str 20, :saving-throws {:cha 10, :dex 6, :wis 9}, :challenge 17, :con 20, :dex 11, :wis 16, :props {:condition-immunity {:frightened true, :poisoned true}, :damage-immunity {:necrotic true, :poison true}, :language {:abyssal true, :common true}}, :traits [{:description "The death knight has advantage on saving throws again st spells and other magical effects.", :name "Magic Resistance"} {:description "Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.", :name "Marshal Undead"} {:description "The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:\n1st level (4 slots): command, compelled duel, searing smite\n2nd level (3 slots): hold person, magic weapon\n3rd level (3 slots): dispel magic, elemental weapon\n4th level (3 slots): banishment, staggering smite\n5th level (2 slots): destructive wave (necrotic)", :name "Spellcasting"} {:description "The death knight makes three longsword attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.", :name "Longsword", :type :action} {:description "The death knight hurls a magical ball of fire that explodes at a point it ca n see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.", :name "Hellfire Orb (1/Day)", :type :action} {:description "The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.", :name "Reaction: Parry"}]}, :death-slaad-control-gem-variant- {:key :death-slaad-control-gem-variant-, :int 15, :speed "30 ft.", :name "Death Slaad (Control Gem Variant)", :alignment "chaotic evil", :cha 16, :hit-points {:die 8, :die-count 20, :modifier 80}, :type :aberration, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :skills {:arcana 6, :perception 8}, :str 20, :challenge 10, :con 19, :dex 15, :wis 10, :props {:damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:slaad true, :telepathy-60-ft- true}}, :traits [{:description "Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. ", :name "Control Gem"} {:description "The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ", :name "Shapechanger"} {:description "The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: \nAt will: detect magic, detect thoughts, invisibility (self only), mage hand, major image \n2/day each: fear, fireball, fly, tongues \n1/day each: cloudkill, plane shift ", :name "Innate Spellcasting"} {:description "The slaad has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The slaad's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ", :name "Regeneration"} {:description "The slaad makes three attacks: one with its bite and two with its claws or greatsword.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. ", :name "Bite (Slaad Form Only)", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage. ", :name "Claws (Slaad Form Only)", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage. ", :name "Greatsword", :type :action}]}, :marid {:key :marid, :int 18, :speed "30ft., fly 60ft., swim 90ft.", :name "Marid", :alignment "chaotic neutral", :cha 18, :hit-points {:die 10, :die-count 17, :modifier 136}, :type :elemental, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 17, :str 22, :saving-throws {:cha 8, :dex 5, :wis 7}, :challenge 11, :con 26, :dex 12, :wis 17, :props {:damage-resistance {:acid true, :cold true, :lightning true}, :language {:aquan true}}, :traits [{:description "The marid can breathe air and water.", :name "Amphibious"} {:description "If the marid dies, its body disintegrates into a burst of water and foam , leaving behind only equipment the marid was wearing or carrying.", :name "Elemental Demise"} {:description "The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit witn spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: create or destroy water, detect evil and good, detect magic,fog cloud, purify food and drink\n3/day each: tongues, water breathing, water walk\n1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift", :name "Innate Spellcasting"} {:description "The marid makes two trident attacks.", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack.", :name "Trident", :type :action} {:description "The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.", :name "Water Jet", :type :action}]}, :red-slaad {:key :red-slaad, :int 6, :speed "30 ft.", :name "Red Slaad", :alignment "chaotic neutral", :cha 7, :hit-points {:die 10, :die-count 11, :modifier 33}, :type :aberration, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 14, :skills {:perception 1}, :str 16, :challenge 5, :con 16, :dex 12, :wis 6, :props {:damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:slaad true, :telepathy-60-ft- true}}, :traits [{:description "The slaad has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.", :name "Regeneration"} {:description "The slaad makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease-a minuscule slaad egg. A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated. ", :name "Claw", :type :action}]}, :sahuagin-priestess {:key :sahuagin-priestess, :int 12, :speed "30ft., swim 40ft. ", :name "Sahuagin Priestess", :alignment "lawful evil", :cha 13, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:perception 6, :religion 3}, :str 13, :challenge 2, :con 12, :dex 11, :wis 14, :props {:language {:sahuagin true}}, :traits [{:description "The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. ", :name "Blood Frenzy"} {:description "The sahuagin can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating. ", :name "Limited Amphibiousness"} {:description "The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy. ", :name "Shark Telepathy"} {:description "The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared: \nCantrips (at will): guidance, thaumaturgy \n1st level (4 slots): bless, detect magic, guiding bolt \n2nd level (3 slots): hold person, spiritual weapon (trident) \n3rd level (3 slots): mass healing word, tongues ", :name "Spellcasting"} {:description "The sahuagin makes two attacks: one with her bite and one with her claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. ", :name "Claws", :type :action}]}, :bone-devil-polearm-variant- {:key :bone-devil-polearm-variant-, :int 13, :speed "40 ft., fly 40ft.", :name "Bone Devil (Polearm Variant)", :damage-immunities "fire, poison", :alignment "lawful evil", :cha 16, :hit-points {:die 10, :die-count 15, :modifier 60}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 19, :skills {:deception 7, :insight 6}, :str 18, :saving-throws {:cha 7, :int 5, :wis 6}, :challenge 9, :con 18, :dex 16, :condition-immunities "poisoned", :wis 14, :languages "infernal, telepathy 120ft", :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:infernal true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede the devil's darkvision. ", :name "Devil's Sight"} {:description "The devil has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Option 1: The devil makes two attacks: one with its hooked polearm and one with its sting.\nOption 2: The devil makes three attacks: two with its claws and one with its sting. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the devil can't use its polearm on another target. ", :name "Hooked Polearm", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Sting", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 8 (1d8 + 4) slashing damage. ", :name "Claw", :type :action}]}, :ettercap-garrote-variant- {:key :ettercap-garrote-variant-, :int 7, :speed "30ft., climb 30ft. ", :name "Ettercap (Garrote Variant)", :alignment "neutral evil", :cha 8, :hit-points {:die 8, :die-count 8, :modifier 8}, :type :monstrosity, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:perception 3, :stealth 4, :survival 3}, :str 14, :challenge 2, :con 13, :dex 15, :wis 12, :traits [{:description "The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. ", :name "Web Sense"} {:description "The ettercap ignores movement restrictions caused by webbing. ", :name "Web Walker"} {:description "The ettercap makes two attacks: one with its bite and one with its garrote.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it. ", :name "Web Garrote", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. ", :name "Web (Recharge 5-6)", :type :action}]}, :yuan-ti-malison-type-2- {:key :yuan-ti-malison-type-2-, :int 14, :speed "30 ft.", :name "Yuan-ti Malison (Type 2)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:deception 5, :stealth 4}, :str 16, :challenge 3, :con 13, :dex 14, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. ", :name "Shapechanger"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 1.3). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion ", :name "Innate Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The yuan-ti has one of the following types: \nType 1: Human body with snake head \nType 2: Human head and body with snakes for arms \nType 3: Human head and upper body with a serpentine lower body instead of legs ", :name "Malison Type"} {:description "The yuan-ti makes two bite attacks using its snake arms. ", :name "Multiattack (Yuan-ti Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. ", :name "Bite", :type :action}]}, :piercer {:description "A rock-like shell encases a piercer's body, giving it the look and texture of a stalactite. That shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary rock formations.", :key :piercer, :int 1, :speed "5 ft., climb 5 ft.", :name "Piercer", :alignment "unaligned", :cha 3, :hit-points {:die 8, :die-count 3, :modifier 9}, :type :monstrosity, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:stealth 5}, :str 10, :challenge 0.5, :con 16, :dex 13, :wis 7, :traits [{:description "While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.", :name "False Appearance"} {:description "The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", :name "Spider Climb"} {:description "Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen.", :name "Drop", :type :action}]}, :ankylosaurus {:key :ankylosaurus, :int 2, :speed "30ft.", :name "Ankylosaurus", :alignment "unaligned", :cha 5, :hit-points {:die 12, :die-count 8, :modifier 16}, :type :beast, :size :huge, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :str 19, :challenge 3, :con 15, :dex 11, :wis 12, :traits [{:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.", :name "Tail", :type :action}]}, :poltergeist {:key :poltergeist, :int 10, :speed "0 ft., fly 50 ft. (hover) ", :name "Poltergeist", :alignment "chaotic evil", :cha 11, :hit-points {:die 8, :die-count 5}, :type :undead, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :str 1, :challenge 2, :con 11, :dex 14, :wis 10, :props {:condition-immunity {:charmed true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true, :unconscious true}, :damage-immunity {:necrotic true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true, :thunder true}, :language {:understands-all-languages-it-knew-in-life-but-cant-speak- true}}, :traits [{:description "The poltergeist is invisible. ", :name "Invisibility"} {:description "The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ", :name "Incorporeal Movement"} {:description "While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage. ", :name "Forceful Slam", :type :action} {:description "The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit. ", :name "Telekinetic Thrust", :type :action}]}, :arcanaloth-summoning-variant- {:key :arcanaloth-summoning-variant-, :int 20, :speed "30ft., fly 30ft.", :name "Arcanaloth (Summoning Variant)", :damage-immunities "acid, poison", :alignment "neutral evil", :cha 17, :hit-points {:die 8, :die-count 16, :modifier 32}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 17, :skills {:arcana 13, :deception 9, :insight 9, :perception 7}, :str 17, :saving-throws {:cha 7, :dex 5, :int 9, :wis 7}, :challenge 12, :con 14, :dex 12, :condition-immunities "charmed, poisoned", :wis 16, :languages "all, telepathy 120ft", :props {:condition-immunity {:charmed true, :poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "The yugoloth chooses what to summon and attempts a magical summoning. An arcanaloth has a 40 percent chance of summoning one arcanaloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. ", :name "Summon Yugoloth (1/Day)", :type :action} {:description "The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: At will: alter self, darkness, heat metal, invisibility (self only), magic missile ", :name "Innate Spellcasting"} {:description "The arcanaloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The arcanaloth's weapon attacks are magical.", :name "Magic Weapons"} {:description "The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: \nCantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation \n1st level (4 slots): detect magic, identify, shield, Tenser's floating disk \n2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion \n3rd level (3 slots): counterspeiiJear,fireball \n4th level (3 slots): banishment, dimension door \n5th level (2 slots): contact other plane, hold monster \n6th level (1 slot): chain lightning \n7th level (1 slot):.finger of death \n8th level (1 slot): mind blank ", :name "Spellcasting"} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. ", :name "Claws", :type :action} {:description "The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action}]}, :green-slaad {:key :green-slaad, :int 11, :speed "30 ft.", :name "Green Slaad", :alignment "chaotic neutral", :cha 12, :hit-points {:die 10, :die-count 15, :modifier 45}, :type :aberration, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 8, :skills {:arcana 3, :perception 2}, :str 18, :challenge 8, :con 16, :dex 15, :wis 8, :props {:damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:slaad true, :telepathy-60-ft- true}}, :traits [{:description "The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.", :name "Shapechanger"} {:description "The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components: \nAt will: detect magic, detect thoughts, mage hand \n2/day each: fear, invisibility (self only) \n1/day: fireball", :name "Innate Spellcasting"} {:description "The slaad has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ", :name "Regeneration"} {:description "The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. ", :name "Bite (Slaad Form Only)", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ", :name "Claw (Siaad Form Only)", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ", :name "Staff", :type :action} {:description "Ranged Spell Attack: +4 to hit, range 60ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried. ", :name "Hurl Flame", :type :action}]}, :crawling-claw {:key :crawling-claw, :int 5, :speed "20 ft., climb 20ft.", :name "Crawling Claw", :alignment "neutral evil", :cha 4, :hit-points {:die 4, :die-count 1}, :type :undead, :size :tiny, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :str 13, :con 11, :dex 14, :wis 10, :props {:condition-immunity {:charmed true, :poisoned true}, :damage-immunity {:poison true}, :language {:understands-common-but-cant-speak true}}, :traits [{:description "The claw is immune to effects that turn undead.", :name "Turn Immunity"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice).", :name "Claw", :type :action}]}, :umber-hulk {:key :umber-hulk, :int 9, :speed "30ft., burrow 20 ft. ", :name "Umber Hulk", :alignment "chaotic evil", :cha 10, :hit-points {:die 10, :die-count 11, :modifier 33}, :type :monstrosity, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :str 20, :challenge 5, :con 16, :dex 13, :wis 10, :props {:language {:umber-hulk true}}, :traits [{:description "When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it doe.s nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save. ", :name "Confusing Gaze"} {:description "The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake. ", :name "Tunneler"} {:description "The umber hulk makes three attacks: two with its claws and one with its mandibles. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. ", :name "Mandibles", :type :action}]}, :mezzoloth-summoning-variant- {:key :mezzoloth-summoning-variant-, :int 7, :speed "40 ft.", :name "Mezzoloth (Summoning Variant)", :damage-immunities "acid, poison", :alignment "neutral evil", :cha 11, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :skills {:perception 3}, :str 18, :challenge 5, :con 16, :dex 11, :condition-immunities "poisoned", :wis 10, :languages "abyssal, infernal, telepathy 60 ft", :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The yugoloth chooses what to summon and attempts a magical summoning. A mezzoloth has a 30 percent chance of summoning one mezzoloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. ", :name "Summon Yugoloth (1/Day)", :type :action} {:description "The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components:\n2/day each: darkness, dispel magic \n1/day: cloudkill", :name "Innate Spellcasting"} {:description "The mezzoloth has advantage on saving I throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The mezzoloth's weapon attacks are magical.", :name "Magic Weapons"} {:description "The mezzoloth makes two attacks: one with its claws and one with its trident.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. ", :name "Claws", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (ld8 + 4) piercing damage when held with two claws and used to make a melee attack. ", :name "Trident", :type :action} {:description "The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.", :name "Teleport", :type :action}]}, :blue-slaad {:key :blue-slaad, :int 7, :speed "30 ft.", :name "Blue Slaad", :alignment "chaotic neutral", :cha 9, :hit-points {:die 10, :die-count 13, :modifier 52}, :type :aberration, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 1}, :str 20, :challenge 7, :con 18, :dex 15, :wis 7, :props {:damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:slaad true, :telepathy-60-ft- true}}, :traits [{:description "The slaad has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ", :name "Regeneration"} {:description "The slaad makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation. ", :name "Claw", :type :action}]}, :glabrezu-summoning-variant- {:key :glabrezu-summoning-variant-, :int 19, :speed "40ft.", :name "Glabrezu (Summoning Variant)", :alignment "chaotic evil", :cha 16, :hit-points {:die 10, :die-count 15, :modifier 75}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 17, :str 20, :saving-throws {:cha 7, :con 9, :str 9, :wis 7}, :challenge 9, :con 21, :dex 15, :wis 17, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The demon chooses what to summon and attempts a magical summoning. A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Demon (1/Day)", :type :action} {:description "The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:\nAt will: darkness, detect magic, dispel magic\n1/day each: confusion, fly, power word stun", :name "Innate Spellcasting"} {:description "The glabrezu has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.", :name "Pincer", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.", :name "Fist", :type :action}]}, :balor-summoning-variant- {:key :balor-summoning-variant-, :int 20, :speed "40ft., fly 80ft.", :name "Balor (Summoning Variant)", :damage-immunities "fire, poison", :alignment "chaotic evil", :cha 22, :hit-points {:die 12, :die-count 21, :modifier 126}, :type :fiend, :size :huge, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 19, :str 26, :saving-throws {:cha 12, :con 12, :str 14, :wis 9}, :challenge 19, :con 22, :dex 15, :condition-immunities "poisoned", :wis 16, :languages "abyssal, telepathy 120ft", :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The demon chooses what to summon and attempts a magical summoning. A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Demon (1/Day)", :type :action} {:description "When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.", :name "Death Throes"} {:description "At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.", :name "Fire Aura"} {:description "The balor has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The balor's weapon attacks are magical.", :name "Magic Weapons"} {:description "The balor makes two attacks: one with its longsword and one with its whip.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack:+ 14 to hit, reach 10ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.", :name "Longsword", :type :action} {:description "Melee Weapon Attack: +14 to hit, reach 30ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.", :name "Whip", :type :action} {:description "The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.", :name "Teleport", :type :action}]}, :aarakroca {:key :aarakroca, :int 11, :speed "20 ft., fly 50 ft.", :name "Aarakroca", :alignment "neutral good", :cha 11, :hit-points {:die 8, :die-count 3}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:perception 5}, :str 10, :challenge 0.25, :con 10, :dex 14, :wis 12, :props {:language {:auran true}}, :traits [{:description "If the Aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon\nattack, the attack deals an extra 3 (1d6) damage to the target.", :name "Dive Attack"} {:description "Melee Weapon Attack:+4 to hit, reach 5 ft., one target.\nHit: 4 (ld4 + 2) slashing damage .", :name "Talon", :type :action} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or\nrange 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", :name "Javelin", :type :action}]}, :githzerai-zerth {:key :githzerai-zerth, :int 16, :speed "30 ft.", :name "Githzerai Zerth", :alignment "lawful neutral", :cha 12, :hit-points {:die 8, :die-count 13, :modifier 26}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 17, :skills {:arcana 6, :insight 6, :perception 6}, :str 13, :saving-throws {:dex 7, :int 6, :str 4, :wis 6}, :challenge 6, :con 15, :dex 18, :wis 17, :props {:language {:gith true}}, :traits [{:description "The githzerai's spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components:\nAt will: mage hand (the hand is invisible)\n3/day each:feather fall, jump, see invisibility, shield\n1/day each: phantasmal killer, plane shift", :name "Innate Spellcasting (Psionics)"} {:description "While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.", :name "Psychic Defense"} {:description "The githzerai makes two unarmed strikes.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack.", :name "Unarmed Strike", :type :action}]}, :barlgura-summoning-variant- {:key :barlgura-summoning-variant-, :int 7, :speed "30ft., climb 30ft.", :name "Barlgura (Summoning Variant)", :alignment "chaotic evil", :cha 9, :hit-points {:die 10, :die-count 8, :modifier 24}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 5, :stealth 5}, :str 18, :saving-throws {:con 6, :dex 5}, :challenge 5, :con 16, :dex 15, :wis 14, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The demon chooses what to summon and attempts a magical summoning. A barlgura has a 30 percent chance of summoning one barlgura. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Demon (1/Day)", :type :action} {:description "The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:\n1/day each: entangle, phantasmal force\n2/day each: disguise self, invisibility (self only)", :name "Innate Spellcasting"} {:description "At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.", :name "Reckless"} {:description "The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.", :name "Running Leap"} {:description "The barlgura makes three attacks: one with its bite and two with its fists.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.", :name "Fist", :type :action}]}, :gray-slaad-control-gem-variant- {:key :gray-slaad-control-gem-variant-, :int 13, :speed "30 ft.", :name "Gray Slaad (Control Gem Variant)", :alignment "chaotic neutral", :cha 14, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :aberration, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :skills {:arcana 5, :perception 6}, :str 17, :challenge 9, :con 16, :dex 17, :wis 8, :props {:damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:slaad true, :telepathy-60-ft- true}}, :traits [{:description "Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. ", :name "Control Gem"} {:description "The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ", :name "Shapechanger"} {:description "The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components: \nAt will: detect magic, detect thoughts, invisibility (self only), mage hand, major image \n2/day each: fear, fly, fireball, tongues \n1/day: plane shift (self only) ", :name "Innate Spellcasting"} {:description "The slaad has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The slaad's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ", :name "Regeneration"} {:description "The slaad makes three attacks: one with its bite and two with its claws or greatsword. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ", :name "Bite (Slaad Form Only)", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. ", :name "Claws (Slaad Form Only)", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. ", :name "Greatsword", :type :action}]}, :manes {:key :manes, :int 3, :speed "20ft.", :name "Manes", :alignment "chaotic evil", :cha 4, :hit-points {:die 6, :die-count 2, :modifier 2}, :type :fiend, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 9, :str 10, :challenge 0.125, :con 13, :dex 9, :wis 8, :props {:condition-immunity {:charmed true, :frightened true, :grappled false, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:understands-abyssal-but-cant-speak true}}, :traits [{:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.", :name "Claws", :type :action}]}, :faerie-dragon {:key :faerie-dragon, :int 14, :speed "10ft., fly 60ft.", :name "Faerie Dragon", :alignment "chaotic good", :cha 16, :hit-points {:die 4, :die-count 4, :modifier 4}, :type :dragon, :size :tiny, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:arcana 4, :perception 3, :stealth 7}, :str 3, :challenge 1, :con 13, :dex 20, :wis 12, :props {:language {:draconic true, :sylvan true}}, :traits [{:description "CR: 1 (200 XP) for a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon", :name "Challenge Rating"} {:description "As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.", :name "Superior Invisibility"} {:description "Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.", :name "Limited Telepathy"} {:description "The dragon has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The dragon's innate spellcasting ability is\nCharisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.\nRed, 1/day each: dancing lights, mage hand, minor illusion\nOrange, 1/day: color spray\nYellow, 1/day: mirror image\nGreen, 1/day: suggestion\nBlue, 1/day: major image\nIndigo, 1/day: hallucinatory terrain\nViolet, 1/day: polymorph", :name "Innate Spellcasting"} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.", :name "Bite", :type :action} {:description "The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:\n1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.\n5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.", :name "Euphoria Breath (Recharge 5-6)", :type :action}]}, :kuo-toa-archpriest {:key :kuo-toa-archpriest, :int 13, :speed "30ft., swim 30ft.", :name "Kuo-toa Archpriest", :alignment "neutral evil", :cha 14, :hit-points {:die 8, :die-count 13, :modifier 39}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:perception 9, :religion 6}, :str 16, :challenge 6, :con 16, :dex 14, :wis 16, :props {:language {:undercommon true}}, :traits [{:description "The kuo-toa can breathe air and water.", :name "Amphibious"} {:description "The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.", :name "Otherworldly Perception"} {:description "The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.", :name "Slippery"} {:description "While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "The kuo-toa is a 1Oth-level spell caster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:\nCantrips (at will): guidance, sacred flame, thaumaturgy\nlst level (4 slots): detect magic, sanctuary, shield of faith\n2nd level (3 slots): hold person, spiritual weapon\n3rd level (3 slots): spirit guardians, tongues\n4th level (3 slots): control water, divination\n5th level (2 slots): mass cure wounds, scrying", :name "Spellcasting"} {:description "The kuo-toa makes two melee attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.", :name "Scepter", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.", :name "Unarmed Strike", :type :action}]}, :blue-slaad-control-gem-variant- {:key :blue-slaad-control-gem-variant-, :int 7, :speed "30 ft.", :name "Blue Slaad (Control Gem Variant)", :alignment "chaotic neutral", :cha 9, :hit-points {:die 10, :die-count 13, :modifier 52}, :type :aberration, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 1}, :str 20, :challenge 7, :con 18, :dex 15, :wis 7, :props {:damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:slaad true, :telepathy-60-ft- true}}, :traits [{:description "Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. ", :name "Control Gem"} {:description "The slaad has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ", :name "Regeneration"} {:description "The slaad makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation. ", :name "Claw", :type :action}]}, :myconid-sprout {:key :myconid-sprout, :int 8, :speed "10 ft.", :name "Myconid Sprout", :alignment "lawful neutral", :cha 5, :hit-points {:die 6, :die-count 2}, :type :plant, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 10, :str 8, :con 10, :dex 10, :wis 11, :traits [{:description "When the myconid takes damage, all other\nmyconids within 240 feet of it can sense its pain.", :name "Distress Spores"} {:description "While in sunlight, the myconid has disadvantage\non ability checks, attack rolls, and saving throws. The myconid\ndies if it spends more than 1 hour in direct sunlight.", :name "Sun Sickness"} {:description "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage plus 2 (1d4) poison damage.", :name "Fist", :type :action} {:description "A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.", :name "Rapport Spores (3/Day)", :type :action}]}, :ice-devil-spear-variant- {:key :ice-devil-spear-variant-, :int 18, :speed "40ft.", :name "Ice Devil (Spear Variant)", :damage-immunities "fire, cold, poison", :alignment "lawful evil", :cha 18, :hit-points {:die 10, :die-count 19, :modifier 76}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :str 21, :saving-throws {:cha 9, :con 9, :dex 7, :wis 7}, :challenge 14, :con 18, :dex 14, :condition-immunities "poisoned", :wis 15, :languages "infernal, telepathy 120ft", :props {:condition-immunity {:poisoned true}, :damage-immunity {:cold true, :fire true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:infernal true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede the devil's darkvision. ", :name "Devil's Sight"} {:description "The devil has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Option 1: The devil makes two attacks: one with its spear and one with its tail. \nOption 2: The devil makes three attacks: one with its bite, one with its claws, and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack:+ 10 to hit, reach 10ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Ice Spear", :type :action} {:description "Melee Weapon Attack:+ 10 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. ", :name "Tail", :type :action} {:description "The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. ", :name "Wall of ice (Recharge 6)", :type :action} {:description "Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. ", :name "Claws", :type :action}]}, :vampire-warrior {:legendary-actions {:description "The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn."}, :key :vampire-warrior, :int 17, :speed "30 ft.", :name "Vampire Warrior", :alignment "lawful evil", :cha 18, :hit-points {:die 8, :die-count 17, :modifier 68}, :type :undead, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :skills {:perception 7, :stealth 9}, :str 18, :saving-throws {:cha 9, :dex 9, :wis 7}, :challenge 15, :con 18, :dex 18, :wis 15, :languages "the languages it knew in life", :props {:damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. ", :name "Shapechanger"} {:description "If the vampire fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead offal ling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. ", :name "Misty Escape"} {:description "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. ", :name "Regeneration"} {:description "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "The vampire has the following flaws: \nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. \nStake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. \nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ", :name "Vampire Weaknesses"} {:description "Option 1: The vampire makes two greatsword attacks.\nOption 2: The vampire makes two other attacks, only one of which can be a bite attack. ", :name "Multiattack (Vampire Form Only)", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. ", :name "Greatsword", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. ", :name "Bite (Bat or Vampire Form Only)", :type :action} {:description "The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. ", :name "Charm", :type :action} {:description "The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. ", :name "Children of the Night (1/Day)", :type :action} {:description "The vampire moves up to its speed without provoking opportunity attacks. ", :name "Move", :type :legendary-action} {:description "The vampire makes one unarmed strike. ", :name "Unarmed Strike", :type :legendary-action} {:description "The vampire makes one bite attack.", :name "Bite (Costs 2 Actions)", :type :legendary-action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). ", :name "Unarmed Strike (Vampire Form Only)", :type :action}]}, :arcanaloth {:key :arcanaloth, :int 20, :speed "30ft., fly 30ft. ", :name "Arcanaloth", :alignment "neutral evil", :cha 17, :hit-points {:die 8, :die-count 16, :modifier 32}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 17, :skills {:arcana 13, :deception 9, :insight 9, :perception 7}, :str 17, :saving-throws {:cha 7, :dex 5, :int 9, :wis 7}, :challenge 12, :con 14, :dex 12, :wis 16, :props {:condition-immunity {:charmed true, :poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: \nAt will: alter self, darkness, heat metal, invisibility (self only), magic missile ", :name "Innate Spellcasting"} {:description "The arcanaloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The arcanaloth's weapon attacks are magical.", :name "Magic Weapons"} {:description "The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: \nCantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation \n1st level (4 slots): detect magic, identify, shield, Tenser's floating disk \n2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion \n3rd level (3 slots): counterspeiiJear,fireball \n4th level (3 slots): banishment, dimension door \n5th level (2 slots): contact other plane, hold monster \n6th level (1 slot): chain lightning \n7th level (1 slot): finger of death \n8th level (1 slot): mind blank ", :name "Spellcasting"} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.", :name "Claws", :type :action} {:description "The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action}]}, :needle-blight {:key :needle-blight, :int 4, :speed "30 ft.", :name "Needle Blight", :alignment "neutral evil", :cha 3, :hit-points {:die 8, :die-count 2, :modifier 2}, :type :plant, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :str 12, :challenge 0.25, :con 13, :dex 12, :wis 8, :props {:condition-immunity {:blinded true, :deafened true}, :language {:understands-common-but-cant-speak true}}, :traits [{:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.", :name "Claws", :type :action} {:description "Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage.", :name "Needles", :type :action}]}, :galeb-duhr {:key :galeb-duhr, :int 11, :speed "15ft. (30ft. when rolling, 60ft. rolling downhill)", :name "Galeb Duhr", :alignment "neutral", :cha 11, :hit-points {:die 8, :die-count 9, :modifier 45}, :type :elemental, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 16, :str 20, :challenge 6, :con 20, :dex 14, :wis 12, :props {:condition-immunity {:paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:terran true}}, :traits [{:description "While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.", :name "False Appearance"} {:description "If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.", :name "Rolling Charge"} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.", :name "Slam", :type :action} {:description "The galeb duhr magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to l minute (as if concentrating on a spell).", :name "Animate Boulders (1/Day)", :type :action}]}, :death-slaad {:key :death-slaad, :int 15, :speed "30 ft.", :name "Death Slaad", :alignment "chaotic evil", :cha 16, :hit-points {:die 8, :die-count 20, :modifier 80}, :type :aberration, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :skills {:arcana 6, :perception 8}, :str 20, :challenge 10, :con 19, :dex 15, :wis 10, :props {:damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:slaad true, :telepathy-60-ft- true}}, :traits [{:description "The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.", :name "Shapechanger"} {:description "The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: \nAt will: detect magic, detect thoughts, invisibility (self only), mage hand, major image \n2/day each: fear, fireball, fly, tongues \n1/day each: cloudkill, plane shift", :name "Innate Spellcasting"} {:description "The slaad has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The slaad's weapon attacks are magical.", :name "Magic Weapons"} {:description "The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. ", :name "Regeneration"} {:description "The slaad makes three attacks: one with its bite and two with its claws or greatsword. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 5) piercing damage plus 7 (2d6) necrotic damage. ", :name "Bite (Slaad Form Only)", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage. ", :name "Claws (Slaad Form Only)", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage. ", :name "Greatsword", :type :action}]}, :nothic {:description "A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones.", :key :nothic, :int 13, :speed "30ft.", :name "Nothic", :alignment "neutral evil", :cha 8, :hit-points {:die 8, :die-count 6, :modifier 18}, :type :aberration, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:arcana 3, :insight 4, :perception 2, :stealth 5}, :str 14, :challenge 2, :con 16, :dex 16, :wis 10, :props {:language {:undercommon true}}, :traits [{:description "The nothic has advantage on Wisdom (Perception) checks that rely on sight.", :name "Keen Sight"} {:description "The nothic makes two claw attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) slashing damage.", :name "Claw", :type :action} {:description "The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.", :name "Rotting Gaze", :type :action} {:description "The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.", :name "Weird Insight", :type :action}]}, :yuan-ti-malison-type-1- {:key :yuan-ti-malison-type-1-, :int 14, :speed "30 ft.", :name "Yuan-ti Malison (Type 1)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:deception 5, :stealth 4}, :str 16, :challenge 3, :con 13, :dex 14, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. ", :name "Shapechanger"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 1.3). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion ", :name "Innate Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The yuan-ti has one of the following types: \nType 1: Human body with snake head \nType 2: Human head and body with snakes for arms \nType 3: Human head and upper body with a serpentine lower body instead of legs ", :name "Malison Type"} {:description "The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once. ", :name "Multiattack (Yuan-ti Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", :name "Scimitar (Yuan-ti Form Only)", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. ", :name "Longbow (Yuan-ti Form Only)", :type :action}]}, :vampire-spellcaster {:legendary-actions {:description "The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn."}, :key :vampire-spellcaster, :int 17, :speed "30 ft.", :name "Vampire Spellcaster", :alignment "lawful evil", :cha 18, :hit-points {:die 8, :die-count 17, :modifier 68}, :type :undead, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 16, :skills {:perception 7, :stealth 9}, :str 18, :saving-throws {:cha 9, :dex 9, :wis 7}, :challenge 15, :con 18, :dex 18, :wis 15, :props {:damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The vampire has the following wizard spells prepared: \nCantrips (at will): mage hand, prestidigitation, ray of frost \n1st level (4 slots): comprehend languages,fogcloud, sleep \n2nd level (3 slots): detect thoughts, gust of wind, mirror image \n3rd level (3 slots): animate dead, bestow curse, nondetection \n4th level (3 slots): blight, greater invisibility \n5th level (1 slot): dominate person ", :name "Spellcasting"} {:description "If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. ", :name "Shapechanger"} {:description "If the vampire fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead offal ling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. ", :name "Misty Escape"} {:description "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. ", :name "Regeneration"} {:description "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", :name "Spider Climb"} {:description "The vampire has the following flaws: \nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. \nStake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. \nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.", :name "Vampire Weaknesses"} {:description "The vampire makes two attacks, only one of which can be a bite attack. ", :name "Multiattack (Vampire Form Only)", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). ", :name "Unarmed Strike (Vampire Form Only)", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. ", :name "Bite (Bat or Vampire Form Only)", :type :action} {:description "The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. ", :name "Charm", :type :action} {:description "The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. ", :name "Children of the Night (1/Day)", :type :action} {:description "The vampire moves up to its speed without provoking opportunity attacks. ", :name "Move", :type :legendary-action} {:description "The vampire makes one unarmed strike. ", :name "Unarmed Strike", :type :legendary-action} {:description "The vampire makes one bite attack. ", :name "Bite (Costs 2 Actions)", :type :legendary-action}]}, :flumph {:key :flumph, :int 14, :speed "5 ft., fly 30ft.", :name "Flumph", :alignment "lawful good", :cha 11, :hit-points {:die 6, :die-count 2}, :type :aberration, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:arcana 4, :history 4, :religion 4}, :str 6, :challenge 0.125, :con 10, :dex 15, :wis 14, :props {:damage-vulnerability {:psychic true}, :language {:telepathy-60-ft- true, :understands-undercommon-but-cant-speak true}}, :traits [{:description "The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.", :name "Advanced Telepathy"} {:description "If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.", :name "Prone Deficiency"} {:description "The flu mph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.", :name "Telepathic Shroud"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.", :name "Tendrils", :type :action} {:description "Each creature in a 15-foot cone\noriginating from the flumph must succeed on a DC 10\nDexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.", :name "Stench Spray (1/Day)", :type :action}]}, :swarm-of-centipedes {:key :swarm-of-centipedes, :int 1, :speed "20ft., climb 20ft.", :name "Swarm of Centipedes", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 5}, :type :beast, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :str 3, :challenge 0.5, :con 10, :dex 13, :wis 7, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :prone true, :restrained true, :stunned true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. ", :name "Lingering Poison"} {:description "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. ", :name "Swarm"} {:description "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. ", :name "Bites", :type :action}]}, :bullywug {:key :bullywug, :int 7, :speed "20ft., swim 40ft.", :name "Bullywug", :alignment "neutral evil", :cha 7, :hit-points {:die 8, :die-count 2, :modifier 2}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:stealth 3}, :str 12, :challenge 0.25, :con 13, :dex 12, :wis 10, :props {:language {:bullywug true}}, :traits [{:description "The bullywug can breathe air and water.", :name "Amphibious"} {:description "The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.", :name "Speak with Frogs and Toads"} {:description "The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.", :name "Swamp Camouflage"} {:description "The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.", :name "Standing Leap"} {:description "The bullywug makes two melee attacks: one with its bite and one with its spear.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.", :name "Bite", :type :action} {:description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.", :name "Spear", :type :action}]}, :chasme {:key :chasme, :int 11, :speed "20ft., fly 60 ft.", :name "Chasme", :alignment "chaotic evil", :cha 10, :hit-points {:die 10, :die-count 13, :modifier 13}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 5}, :str 15, :saving-throws {:dex 5, :wis 5}, :challenge 6, :con 12, :dex 15, :wis 14, :props {:condition-immunity {:poisoned true}, :damage-immunity {:cold false, :fire false, :lightning false, :poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.", :name "Drone"} {:description "The chasme has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", :name "Spider Climb"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration.", :name "Proboscis", :type :action}]}, :vine-blight {:key :vine-blight, :int 5, :speed "10ft.", :name "Vine Blight", :alignment "neutral evil", :cha 3, :hit-points {:die 8, :die-count 4, :modifier 8}, :type :plant, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:stealth 1}, :str 15, :challenge 0.5, :con 14, :dex 8, :wis 10, :props {:condition-immunity {:blinded true, :deafened true}, :language {:common true}}, :traits [{:description "While the blight remains motionless, it is indistinguishable from a tangle of vines.", :name "False Appearance"} {:description "Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target.", :name "Constrict", :type :action} {:description "Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.", :name "Entangling Plants (Recharge 5-6)", :type :action}]}, :hezrou-summoning-variant- {:key :hezrou-summoning-variant-, :int 5, :speed "30ft.", :name "Hezrou (Summoning Variant)", :alignment "chaotic evil", :cha 13, :hit-points {:die 10, :die-count 13, :modifier 65}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 16, :str 19, :saving-throws {:con 8, :str 7, :wis 4}, :challenge 8, :con 20, :dex 17, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The demon chooses what to summon and attempts a magical summoning. A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Demon (1/Day)", :type :action} {:description "The hezrou has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.", :name "Stench"} {:description "The hezrou makes three attacks: one with its bite and two with its claws.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", :name "Claw", :type :action}]}, :goristro {:key :goristro, :int 6, :speed "40ft.", :name "Goristro", :alignment "chaotic evil", :cha 14, :hit-points {:die 12, :die-count 23, :modifier 161}, :type :fiend, :size :huge, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 19, :skills {:perception 7}, :str 25, :saving-throws {:con 13, :dex 6, :str 13, :wis 7}, :challenge 17, :con 25, :dex 11, :wis 13, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true}}, :traits [{:description "If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.", :name "Charge"} {:description "The goristro can perfectly recall any path it has traveled.", :name "Labyrinthine Recall"} {:description "The goristro has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The goristro deals double damage to objects and structures.", :name "Siege Monster"} {:description "The goristro makes three attacks: two with its fists and one with its hoof.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.", :name "Fist", :type :action} {:description "Melee Weapon Attack:+ 13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.", :name "Hoof", :type :action} {:description "Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 45 (7dl0 + 7) piercing damage.", :name "Gore", :type :action}]}, :death-tyrant {:legendary-actions {:description "The death tyrant can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The tyrant regains spent legendary actions at the start of its turn."}, :key :death-tyrant, :int 19, :speed "0 ft., fly 20ft. (hover)", :name "Death Tyrant", :alignment "lawful evil", :cha 19, :hit-points {:die 10, :die-count 25, :modifier 50}, :type :undead, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 19, :skills {:perception 12}, :str 10, :saving-throws {:cha 9, :con 7, :int 9, :str 5, :wis 7}, :challenge 14, :con 14, :dex 14, :wis 15, :props {:condition-immunity {:charmed true, :paralyzed true, :petrified true, :poisoned true, :prone true}, :damage-immunity {:poison true}, :language {:deep-speech true, :undercommon true}}, :traits [{:description "The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active. Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.", :name "Negative Energy Cone"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.", :name "Bite", :type :action} {:description "The death tyrant shoots three of the following\nmagical eye rays at random (reroll duplicates), choosing one to\nthree targets it can see within 120 feet of it:\n1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the beholder harms the creature.\n2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.\n6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the ray's telekinetic grip until the start of the tyrant's next turn or until the tyrant is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.\n7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. Th is ray has no effect on constructs and undead.\n8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.\n9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10·foot cube of it.\n10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55(10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.", :name "Eye Rays", :type :action} {:description "The death tyrant uses one random eye ray.", :name "Eye Ray", :type :legendary-action}]}, :kuo-toa-monitor {:key :kuo-toa-monitor, :int 12, :speed "30ft., swim 30 ft.", :name "Kuo-toa Monitor", :alignment "neutral evil", :cha 11, :hit-points {:die 8, :die-count 10, :modifier 20}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:perception 6, :religion 4}, :str 14, :challenge 3, :con 14, :dex 10, :wis 14, :props {:language {:undercommon true}}, :traits [{:description "The kuo-toa can breathe air and water.", :name "Amphibious"} {:description "The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.", :name "Otherworldly Perception"} {:description "The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.", :name "Slippery"} {:description "While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "The kuo-toa makes one bite attack and two unarmed strikes.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.", :name "Unarmed Strike", :type :action}]}, :goblin-boss {:key :goblin-boss, :int 10, :speed "30ft.", :name "Goblin Boss", :alignment "neutral evil", :cha 10, :hit-points {:die 6, :die-count 6}, :type :humanoid, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 17, :skills {:stealth 6}, :str 10, :challenge 1, :con 10, :dex 14, :wis 8, :props {:language {:common true, :goblin true}}, :traits [{:description "The goblin can take the Disengage or Hide action as a bonus action on each of its turns.", :name "Nimble Escape"} {:description "The goblin makes two attacks with its scimitar. The second attack has disadvantage.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.", :name "Scimitar", :type :action} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", :name "Javelin", :type :action} {:description "When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.", :name "Reaction: Redirect Attack"}]}, :barlgura {:key :barlgura, :int 7, :speed "30ft., climb 30ft.", :name "Barlgura", :alignment "chaotic evil", :cha 9, :hit-points {:die 10, :die-count 8, :modifier 24}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 5, :stealth 5}, :str 18, :saving-throws {:con 6, :dex 5}, :challenge 5, :con 16, :dex 15, :wis 14, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:\n1/day each: entangle, phantasmal force\n2/day each: disguise self, invisibility (self only)", :name "Innate Spellcasting"} {:description "At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.", :name "Reckless"} {:description "The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.", :name "Running Leap"} {:description "The barlgura makes three attacks: one with its bite and two with its fists.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (ldlO + 4) bludgeoning damage.", :name "Fist", :type :action}]}, :kuo-toa-whip {:key :kuo-toa-whip, :int 12, :speed "30ft., swim 30 ft.", :name "Kuo-toa Whip", :alignment "neutral evil", :cha 11, :hit-points {:die 8, :die-count 10, :modifier 20}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 11, :skills {:perception 6, :religion 4}, :str 14, :challenge 1, :con 14, :dex 10, :wis 14, :props {:language {:undercommon true}}, :traits [{:description "The kuo-toa can breathe air and water.", :name "Amphibious"} {:description "The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.", :name "Otherworldly Perception"} {:description "The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.", :name "Slippery"} {:description "While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:\nCantrips (at will): sacred flame, thaumaturgy\n1st level (3 slots): bane, shield of faith", :name "Spellcasting"} {:description "The kuo-toa makes two attacks: one with its bite and one with its pincer staff.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.", :name "Pincer Staff", :type :action}]}, :dao {:key :dao, :int 12, :speed "30ft., burrow 30ft., fly 30ft.", :name "Dao", :alignment "neutral evil", :cha 14, :hit-points {:die 10, :die-count 15, :modifier 105}, :type :elemental, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :str 23, :saving-throws {:cha 6, :int 5, :wis 5}, :challenge 11, :con 24, :dex 12, :wis 13, :props {:condition-immunity {:petrified true}, :language {:terran true}}, :traits [{:description "The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through.", :name "Earth Glide"} {:description "If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.", :name "Elemental Demise"} {:description "The dao's innate speilcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, detect magic, stone shape\n3/day each: passwall, move earth, tongues\n1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone", :name "Innate Spellcasting"} {:description "The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.", :name "Sure-Footed"} {:description "The dao makes two fist attacks or two maul attacks.", :name "Multiattack"} {:description "Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.", :name "Fist"} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.", :name "Maul"}]}, :barbed-devil-summoning-variant- {:key :barbed-devil-summoning-variant-, :int 12, :speed "30ft.", :name "Barbed Devil (Summoning Variant)", :alignment "lawful evil", :cha 14, :hit-points {:die 8, :die-count 13, :modifier 52}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:deception 5, :insight 5, :perception 8}, :str 16, :saving-throws {:cha 5, :con 7, :str 6, :wis 5}, :challenge 5, :con 18, :dex 17, :wis 14, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:infernal true, :telepathy-120ft- true}}, :traits [{:description "The devil chooses what to summon and attempts a magical summoning. A barbed devil has a 30 percent chance of summoning one barbed devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. ", :name "Summon Devil (1/Day)", :type :action} {:description "At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. ", :name "Barbed Hide"} {:description "Magical darkness doesn't impede the devil's darkvision. ", :name "Devil's Sight"} {:description "The devil has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", :name "Claw", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. ", :name "Tail", :type :action} {:description "Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. ", :name "Hurl Flame", :type :action}]}, :bugbear-chief {:key :bugbear-chief, :int 11, :speed "30ft.", :name "Bugbear Chief", :alignment "chaotic evil", :cha 11, :hit-points {:die 8, :die-count 10, :modifier 20}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 17, :skills {:intimidation 2, :stealth 6, :survival 3}, :str 17, :challenge 3, :con 14, :dex 14, :wis 12, :props {:language {:common true, :goblin true}}, :traits [{:description "A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).", :name "Brute"} {:description "The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.", :name "Heart of Hruggek"} {:description "If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.", :name "Surprise Attack"} {:description "The bugbear makes two melee attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.", :name "Morningstar", :type :action} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in melee or 6 (1d6 + 3) piercing damage at range.", :name "Javelin", :type :action}]}, :smoke-mephit-summoning-variant- {:key :smoke-mephit-summoning-variant-, :int 10, :speed "30 ft., fly 30ft.", :name "Smoke Mephit (Summoning Variant)", :damage-immunities "fire, poison", :alignment "neutral evil", :cha 11, :hit-points {:die 6, :die-count 5, :modifier 5}, :type :elemental, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:perception 2, :stealth 4}, :str 6, :challenge 0.25, :con 12, :dex 14, :condition-immunities "poisoned", :wis 10, :languages "auran, ignan", :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :language {:auran true, :ignan true}}, :traits [{:description "When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.", :name "Death Burst"} {:description "The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.", :name "Innate Spellcasting (1/Day)"} {:description "The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Mephits (1/Day).", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.", :name "Claws", :type :action} {:description "The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn.", :name "Cinder Breath (Recharge 6)", :type :action}]}, :myconid-adult {:key :myconid-adult, :int 10, :speed "20ft.", :name "Myconid Adult", :alignment "lawful neutral", :cha 7, :hit-points {:die 8, :die-count 4, :modifier 4}, :type :plant, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :str 10, :challenge 0.5, :con 12, :dex 10, :wis 13, :traits [{:description "When the myconid takes damage, all other\nmyconids within 240 feet of it can sense its pain.", :name "Distress Spores"} {:description "While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.", :name "Sun Sickness"} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:\n5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.", :name "Fist", :type :action} {:description "The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Pacifying Spores (3/Day)", :type :action} {:description "A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.", :name "Rapport Spores", :type :action}]}, :beholder-zombie {:key :beholder-zombie, :int 3, :speed "0 ft., fly 20ft. (hover) ", :name "Beholder Zombie", :damage-immunities "poison", :alignment "neutral evil", :cha 5, :hit-points {:die 10, :die-count 11, :modifier 33}, :type :undead, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :str 10, :saving-throws {:wis 2}, :challenge 5, :con 16, :dex 8, :condition-immunities "poisoned", :wis 8, :languages "understands deep speech and undercommon but cant speak", :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:understands-deep-speech-and-undercommon-but-cant-speak- true}}, :traits [{:description "If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. ", :name "Undead Fortitude"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. ", :name "Bite", :type :action} {:description "The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. ", :name "Eye Ray", :type :action} {:description "The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "1. Paralyzing Ray", :type :action} {:description "The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "2. Fear Ray", :type :action} {:description "The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. ", :name "3. Enervation Ray", :type :action} {:description "If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it. ", :name "4. Disintegration Ray", :type :action}]}, :vrock-summoning-variant- {:key :vrock-summoning-variant-, :int 8, :speed "40 ft., fly 60 ft.", :name "Vrock (Summoning Variant)", :alignment "chaotic evil", :cha 8, :hit-points {:die 10, :die-count 11, :modifier 44}, :type :fiend, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :str 17, :saving-throws {:cha 2, :dex 5, :wis 4}, :challenge 6, :con 18, :dex 15, :wis 13, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The demon chooses what to summon and attempts a magical summoning. A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. ", :name "Summon Demon (1/Day)", :type :action} {:description "The vrock has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The vrock makes two attacks: one with its beak and one with its talons.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. ", :name "Beak", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. ", :name "Talons", :type :action} {:description "A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.", :name "Spores (Recharge 6)", :type :action} {:description "The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn. ", :name "Stunning Screech (1/Day)", :type :action}]}, :orc-war-chief {:key :orc-war-chief, :int 11, :speed "30ft.", :name "Orc War Chief", :alignment "chaotic evil", :cha 16, :hit-points {:die 8, :die-count 11, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 16, :skills {:intimidation 5}, :str 18, :saving-throws {:con 6, :str 6, :wis 2}, :challenge 4, :con 18, :dex 12, :wis 11, :languages "common, orc", :props {:language {:common true, :orc true}}, :traits [{:description "As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.", :name "Aggressive"} {:description "The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).", :name "Gruumsh's Fury"} {:description "The orc makes two attacks with its greataxe or its spear.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (1d12+4 plus 1d8) slashing damage.", :name "Greataxe", :type :action} {:description "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.", :name "Spear", :type :action} {:description "Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.", :name "Battle Cry (1/Day)", :type :action}]}, :yochlol {:key :yochlol, :int 13, :speed "30ft., climb 30ft.", :name "Yochlol", :alignment "chaotic evil", :cha 15, :hit-points {:die 8, :die-count 16, :modifier 64}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:deception 10, :insight 6}, :str 15, :saving-throws {:cha 6, :dex 6, :int 5, :wis 5}, :challenge 10, :con 18, :dex 14, :wis 15, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :radiant false, :slashing true}, :language {:abyssal true, :elvish true, :undercommon true}}, :traits [{:description "The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.", :name "Shapechanger"} {:description "The yochlol has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", :name "Spider Climb"} {:description "The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, web\n1/day: dominate person", :name "Innate Spellcasting"} {:description "The yochlol ignores movement restrictions caused by webbing.", :name "Web Walker"} {:description "The yochlol makes two melee attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft. (10ft. in demon form), one target. Hit: 5 (1d6 + 2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage.", :name "Slam (Bite in Spider Form).", :type :action} {:description "The yochlol transforms into toxic mist or reverts to\nits true form. Any equipment it is wearing or carrying is also\ntransformed. It reverts to its true form if it dies.\nWhile in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated.", :name "Mist Form", :type :action}]}, :thri-kreen-psionics-variant- {:key :thri-kreen-psionics-variant-, :int 8, :speed "40 ft.", :name "Thri-kreen (Psionics Variant)", :alignment "chaotic neutral", :cha 7, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :skills {:perception 3, :stealth 4, :survival 3}, :str 12, :challenge 1, :con 13, :dex 15, :wis 12, :props {:language {:telepathy-60-ft- true, :thri-kreen true}}, :traits [{:description "The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) \n2/day each: blur, magic weapon \n1/day: invisibility (self only) ", :name "Innate Spellcasting (Psionics)"} {:description "The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. ", :name "Chameleon Carapace"} {:description "The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.", :name "Standing Leap"} {:description "The thri-kreen makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. ", :name "Claws", :type :action}]}, :orog {:key :orog, :int 12, :speed "30ft.", :name "Orog", :alignment "chaotic evil", :cha 12, :hit-points {:die 8, :die-count 5, :modifier 20}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 18, :skills {:intimidation 5, :survival 2}, :str 18, :challenge 2, :con 18, :dex 12, :wis 11, :props {:language {:common true, :orc true}}, :traits [{:description "As a bonus action, the orog can move up to its\nspeed toward a hostile creature that it can see.", :name "Aggressive"} {:description "The orog makes two greataxe attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.", :name "Greataxe", :type :action} {:description "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.", :name "Javelin", :type :action}]}, :winged-kobold {:description "Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.", :key :winged-kobold, :int 8, :speed "30 ft., fly 30 ft.", :name "Winged Kobold", :alignment "lawful evil", :cha 8, :hit-points {:die 6, :die-count 3, :modifier -3}, :type :humanoid, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :str 7, :challenge 0.25, :con 9, :dex 16, :wis 7, :props {:language {:common true, :draconic true}}, :traits [{:description "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.", :name "Pack Tactics"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", :name "Dagger", :type :action} {:description "Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.", :name "Dropped Rock", :type :action}]}, :duodrone {:key :duodrone, :int 6, :speed "30ft.", :name "Duodrone", :alignment "lawful neutral", :cha 7, :hit-points {:die 8, :die-count 2, :modifier 2}, :type :construct, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :str 11, :challenge 0.25, :con 12, :dex 13, :wis 10, :languages "modron", :props {:language {:modron true}}, :traits [{:description "The duodrone can't be compelled to act in a manner contrary to its nature or its instructions.", :name "Axiomatic Mind"} {:description "If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.", :name "Disintegration"} {:description "The duodrone makes two fist attacks or two javelin attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.", :name "Fist", :type :action} {:description "Melee or Ranged Weapon Attack: +3 to hit, reach 5ft. or\nrange 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.", :name "Javelin", :type :action}]}, :bearded-devil-summoning-variant- {:key :bearded-devil-summoning-variant-, :int 9, :speed "30ft.", :name "Bearded Devil (Summoning Variant)", :alignment "lawful evil", :cha 11, :hit-points {:die 8, :die-count 8, :modifier 16}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :str 16, :saving-throws {:con 4, :str 5, :wis 2}, :challenge 3, :con 15, :dex 15, :wis 11, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:infernal true, :telepathy-120ft- true}}, :traits [{:description "The devil chooses what to summon and attempts a magical summoning. A bearded devil has a 30 percent chance of summoning one bearded devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. ", :name "Summon Devil (1/Day)", :type :action} {:description "Magical darkness doesn't impede the devil's darkvision. ", :name "Devil's Sight"} {:description "The devil has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The devil can't be frightened while it can see an allied creature within 30 feet of it. ", :name "Steadfast"} {:description "The devil makes two attacks: one with its beard and one with its glaive. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Beard", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. ", :name "Glaive", :type :action}]}, :quaggoth-thonot {:key :quaggoth-thonot, :int 6, :speed "30ft., climb 30ft. ", :name "Quaggoth Thonot", :alignment "chaotic neutral", :cha 7, :hit-points {:die 8, :die-count 6, :modifier 18}, :type :humanoid, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :skills {:athletics 5}, :str 17, :challenge 3, :con 16, :dex 12, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:undercommon true}}, :traits [{:description "The quaggoth's innate spellcasting ability is Wisdom (spell save DC 11). The quaggoth can innately cast the following spells, requiring no components: \nAt will: feather fall, mage hand (the hand is invisible) \n1/day each: cure wounds, enlarge/reduce, heat metal, mirror image", :name "Innate Spellcasting (Psionics)"} {:description "While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.", :name "Wounded Fury"} {:description "The quaggoth makes two claw attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ", :name "Claw", :type :action}]}, :ultroloth-summoning-variant- {:key :ultroloth-summoning-variant-, :int 18, :speed "30ft., fly 60ft. ", :name "Ultroloth (Summoning Variant)", :alignment "neutral evil", :cha 19, :hit-points {:die 8, :die-count 18, :modifier 72}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 19, :skills {:intimidation 9, :perception 7, :stealth 8}, :str 16, :challenge 13, :con 18, :dex 16, :wis 15, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "The yugoloth chooses what to summon and attempts a magical summoning. An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. ", :name "Summon Yugoloth (1/Day)", :type :action} {:description "The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components: \nAt will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion \n3/day each: dimension door, fear, wall of fire \n1/day each: fire storm, mass suggestion ", :name "Innate Spellcasting"} {:description "The ultroloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The ultroloth's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The ultroloth can use its Hypnotic Gaze and makes three melee attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.", :name "Longsword", :type :action} {:description "The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours. ", :name "Hypnotic Gaze", :type :action} {:description "The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action}]}, :yeti {:key :yeti, :int 8, :speed "40ft., climb 40 ft. ", :name "Yeti", :alignment "chaotic evil", :cha 7, :hit-points {:die 10, :die-count 6, :modifier 18}, :type :monstrosity, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :skills {:perception 3, :stealth 3}, :str 18, :challenge 3, :con 16, :dex 13, :wis 12, :props {:damage-immunity {:cold true}, :language {:yeti true}}, :traits [{:description "If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ", :name "Fear of Fire"} {:description "The yeti has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. ", :name "Snow Camouflage"} {:description "The yeti can use its Chilling Gaze and makes two claw attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage. ", :name "Claw", :type :action} {:description "The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour. ", :name "Chilling Gaze", :type :action}]}, :night-hag-coven-variant- {:key :night-hag-coven-variant-, :int 16, :speed "30ft.", :name "Night Hag (Coven Variant)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 15, :modifier 45}, :type :fiend, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 17, :skills {:deception 7, :insight 6, :perception 6, :stealth 6}, :str 18, :challenge 7, :con 16, :dex 15, :wis 14, :props {:condition-immunity {:charmed true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :piercing true, :slashing true}, :language {:abyssal true, :common true, :infernal true, :primordial true}}, :traits [{:description "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: \n1st level (4 slots): identify, ray of sickness \n2nd level (3 slots): hold person, locate object \n3rd level (3 slots): bestow curse, counterspell, lightning bolt \n4th level (3 slots): phantasmal killer, polymorph \n5th level (2 slots): contact other plane, scrying \n6th level (1 slot): eye bite \nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 +the hag's Intelligence modifier, and the spell attack bonus is 4 +the hag's Intelligence modifier. ", :name "Shared Spellcasting"} {:description "The hag's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components: \nAt will: detect magic, magic missile \n2/day each: plane shift (self only), ray of enfeeblement, sleep ", :name "Innate Spellcasting"} {:description "The hag has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. ", :name "Claws (Hag Form Only)", :type :action} {:description "The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. ", :name "Change Shape", :type :action} {:description "The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. ", :name "Etherealness", :type :action} {:description "While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. ", :name "Nightmare Haunting (1/Day)", :type :action}]}, :quaggoth-spore-servant {:key :quaggoth-spore-servant, :int 2, :speed "20 ft., climb 20 ft.", :name "Quaggoth Spore Servant", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 6, :modifier 18}, :type :plant, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 13, :str 17, :challenge 1, :con 16, :dex 12, :wis 6, :props {:condition-immunity {:blinded true, :charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:poison true}}, :traits [{:description "The spore servant makes two claw attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\nHit: 6 (1d6 + 3) slashing damage.", :name "Claw", :type :action}]}, :bone-naga {:description "In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. A bone naga retains only a few of the spells it knew in life.", :key :bone-naga, :int 15, :speed "30ft.", :name "Bone Naga", :alignment "lawful evil", :cha 16, :hit-points {:die 10, :die-count 9, :modifier 9}, :type :undead, :size :large, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 15, :str 15, :challenge 4, :con 12, :dex 16, :wis 16, :props {:condition-immunity {:charmed true, :paralyzed true, :poisoned true}, :damage-immunity {:poison true}, :language {:common-plus-one-other-language true}}, :traits [{:description "The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells.\nIf the nag a was a guardian naga in life, its spellcasting ability is Wisdom, and it has the following cleric spells prepared:\nCantrips (at will): mending, sacred flame, thaumaturgy\n1st level (4 slots): command, shield of faith\n2nd level (3 slots): calm emotions, hold person\n3rd level (2 slots): bestow curse\nIf the naga was a spirit naga in life, its spellcasting ability is Intelligence, and it has the following wizard spells prepared:\nCantrips (at will): mage hand, minor illusion, ray of frost\n1st level (4 slots): charm person, sleep\n2nd level (3 slots): detect thoughts, hold person\n3rd level (2 slots): lightning bolt", :name "Spellcasting"} {:description "Melee Weapon Attack: +5 to hit, reach 10ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.", :name "Bite", :type :action}]}, :swarm-of-spiders {:key :swarm-of-spiders, :int 1, :speed "20ft., climb 20ft. ", :name "Swarm of Spiders", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 5}, :type :beast, :size :medium, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 12, :str 3, :challenge 0.5, :con 10, :dex 13, :wis 7, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :prone true, :restrained true, :stunned true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", :name "Spider Climb"} {:description "While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. ", :name "Web Sense"} {:description "The swarm ignores movement restrictions caused by webbing. ", :name "Web Walker"} {:description "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. ", :name "Swarm"} {:description "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. ", :name "Bites", :type :action}]}, :magma-mephit-summoning-variant- {:damage-resistances "cold", :key :magma-mephit-summoning-variant-, :damage-vulnerabilities "cold", :int 7, :speed "30ft., fly 30ft.", :name "Magma Mephit (Summoning Variant)", :damage-immunities "fire, poison", :alignment "neutral evil", :cha 10, :hit-points {:die 6, :die-count 5, :modifier 5}, :type :elemental, :size :small, :option-pack "Monster Manual (@I'M A SNAKE#3090)", :armor-class 11, :skills {:stealth 3}, :str 8, :challenge 0.5, :con 12, :dex 12, :condition-immunities "poisoned", :wis 10, :languages "terran, ignan", :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-vulnerability {:cold true}, :language {:ignan true, :terran true}}, :traits [{:description "When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.", :name "Death Burst"} {:description "While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma", :name "False Appearance"} {:description "The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.", :name "Innate Spellcasting (1/Day)."} {:description "The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.", :name "Summon Mephits (1/Day)", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.", :name "Claws", :type :action} {:description "The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.", :name "Fire Breath (Recharge 6)", :type :action}]}}}, "KP - Deep Magic 02 - Rune Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/feats {:rune-knowledge {:ability-increases #{}, :description "You know two runes from Deep Magic- Rune Magic of your choice. You always have access to their rune bonuses. Every day you can invoke one rune power for each rune you've learned, provided you meet the requirements.\nYou can take this feat more than once, gaining the bonus and powers of two additional runes.", :key :rune-knowledge, :name "Rune Knowledge", :option-pack "KPDM 2 - Rune Magic", :prereqs #{:orcpub.dnd.e5.character/wis}}, :rune-mastery {:ability-increases #{}, :description "Prerequisite: Rune Knowledge\n\nChoose one rune you know. Once per day, you can invoke one of its Rune Mastery powers.\n\nYou can take this feat multiple times. Each time you learn the Rune Mastery of a different rune.", :key :rune-mastery, :name "Rune Mastery", :option-pack "KPDM 2 - Rune Magic", :prereqs #{}}}, :orcpub.dnd.e5/spells {:heros-steel {:description "You infuse the metal of a melee weapon with the\nfearsome aura of a mighty hero. The weapon’s wielder\nhas advantage on Charisma (Intimidate) checks\nmade while aggressively brandishing the weapon. In\naddition, an opponent that currently has 30 or fewer\nhit points and is struck by the weapon must make a\nCharisma saving throw or be stunned for 1 round. If\nthe creature has more than 30 hit points but fewer\nthan the weapon’s wielder currently has, it becomes\nfrightened instead; a frightened creature repeats the\nsaving throw at the end of each of its turns, ending the\neffect on itself with a success. A creature that succeeds\non the saving throw is immune to this effect on the\nsame weapon for 24 hours.", :key :heros-steel, :school "transmutation", :name "Hero's Steel", :duration "1 minute", :level 3, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :potency-of-the-pack {:description "You bestow lupine traits on a group of living creatures\nwithin range. Choose one of the following to be\ngained by all targets for the duration. All targets\nreceive the same effect.\n\n• Thick Fur. Targets sprout fur over their entire\nbodies, raising their armor class by 2 points.\n• Keen Hearing and Smell. Targets have advantage on\nWisdom (Perception) checks that rely on hearing or\nsmell.\n• Pack Tactics. Affected creatures have advantage\non attack rolls against a target if at least one of the\nattacker’s allies (also under the same effect of this\nspell) is within 5 feet of the creature and the ally isn’t\nincapacitated.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 4th level or higher, the duration increases\nby 1 minute for every level above 3rd.", :key :potency-of-the-pack, :school "transmutation", :name "Potency of the Pack", :duration "1 minute", :level 3, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "a few hairs from a wolf", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock true, :wizard false}, :range "25 feet"}, :wolfsong {:description "You let out a howl that can be heard up to 5 miles\naway outdoors. The howl can convey a message of\nup to nine words, and it will be understood by all\ncanine creatures within hearing and up to one specific\ncreature that you name during the casting. The range\nof hearing is 3 miles for creatures that are indoors or\n1 mile underground. No creature is compelled to do\nanything by the message; beasts with low intelligence\nare unlikely to take any action unless they’re innately\ncurious or feel threatened.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 2nd level or higher, you can name another\nspecific recipient for every slot above 3rd.", :key :wolfsong, :school "transmutation", :name "Wolfsong", :duration "Instantaneous", :level 1, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic false, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :wotans-rede {:description "You recite a poem in the Northern tongue, sent to\nyour lips by Wotan himself, to gain supernatural\ninsight or advice. Your next Intelligence or Charisma\ncheck within 1 minute is made with advantage, and\nyou can include twice your proficiency bonus. At the\nGM’s discretion, this spell can instead provide a piece\nof general advice equivalent to an augury.\n\nAt Higher Levels. When casting Wotan’s rede with a\nspell slot of 4th level, it provides advice equivalent to\ndivination. When casting with a 5th-level spell slot,\nthe spell provides advice equivalent to a single answer\nfrom commune. When casting with a 6th-level spell\nslot, Wotan’s rede provides advice equivalent to three\nanswers from contact other plane.", :key :wotans-rede, :school "divination", :name "Wotan's Rede", :duration "Instantaneous", :level 2, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual true, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :rain-of-blades {:description "You call down a rain of swords, spears, and axes,\nthrown to earth by the sacred dead of Asgard. The\nblades fill 150 square feet (six 5-foot squares, a circle 15\nfeet in diameter, or any other pattern you wish so long\nas it forms one contiguous space at least 5 feet wide).\nThe blades cause 6d8 slashing damage to creatures in\nthe area at the moment the spell is cast, or half damage\nwith a successful Dexterity saving throw. Intelligent\nundead injured by the blades are frightened for 1d4\nrounds if they fail a Charisma saving throw.\nMost of the blades break or are driven into the\nground on impact, but enough survive that any type\nof piercing or slashing melee weapon can be picked up\nfrom the affected area and used normally. When the\nduration ends, all the weapons disappear amid roars\nof laughter.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 6th level or higher, nonbroken blades can\nbe picked up and used as magical +1 weapons until\nthey disappear.\n", :key :rain-of-blades, :school "conjuration", :name "Rain of Blades", :duration "4 rounds", :level 5, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "shard of metal from a weapon", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "25 feet"}, :freeze-potion {:description "A blue spark flies from your hand into a potion vial,\ndrinking horn, waterskin, or similar container,\ninstantly freezing the contents. The contents melt\nnormally and are not otherwise harmed, but it’s not\npossible to consume them while they’re frozen (they\nwon’t come out of the container).\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 2nd level or higher, the range of the spell\nincreases by 5 feet for every spell slot beyond 1st level.", :key :freeze-potion, :school "transmutation", :name "Freeze Potion", :duration "Instantaneous", :level 1, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual false, :attack-roll? false, :casting-time "1 reaction, which you take when you see a creature within range about to use a potion", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "25 feet"}, :grasp-of-the-tupilak {:description "This spell is infamous for its use among feuding\nwizards and witches, because it lets the caster steal\none or more spell slots from the target. Grasp of\nthe tupilak remains effective for 1 hour or until it’s\ntriggered. When you make a successful melee attack,\nbesides doing normal melee damage, the target takes\nan additional 2d4 necrotic damage and one or more\nof the defender’s spell slots are transferred to you, for\nyou to use as your own. Roll 1d6; the result equals the\ntotal levels of the slots transferred. Spell slots of the\nhighest level possible are transferred before lowerlevel\nslots. For example, if you roll a 5 and the target\nhas at least one 5th-level spell slot available, that slot\ntransfers to you. If the target’s highest available spell\nslot is 3rd level, then you receive a 3rd-level slot plus a\n2nd-level slot, or a 3rd-level slot and two 1st-level slots\nif no 2nd-level slot is available. You can steal either\narcane or divine spell slots, at your preference.\nCrucially, however, spell slots can be stolen only\nfrom casters who prepare spells in advance. If the\ntarget has no available spell slots of an appropriate\nlevel—for example, if you roll a 2 and the target has\nexpended all its 1st and 2nd-level spell slots—then\ngrasp of the tupilak has no effect, including causing no\nnecrotic damage. If a stolen spell slot is higher than\nyou’re able to use, treat it as your highest-level slot.\nA spellcaster who’s been affected by grasp of the\ntupilak can’t recover stolen spell slots until the stolen\nslot is used, you take a long rest, or they receive remove\ncurse, greater restoration, or comparable magic. Unused\nstolen spell slots disappear from your inventory when\nyou take a long rest or when the creature you stole\nthem from receives restorative magic.", :key :grasp-of-the-tupilak, :school "necromancy", :name "Grasp of the Tupilak", :duration "1 hour or until triggered", :level 5, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "a tupilak idol", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :blade-of-my-brother {:description "You touch a melee weapon that was used by an\nally who’s now dead, and it animates and flies into\ncombat. The weapon leaps into the air and flies to\nanother ally (chosen by you and within 15 feet of you),\nwhere it enters that ally’s space and never leaves their\nside as they move. If the weapon is forced to move\nmore than 5 feet from the chosen ally, the spell ends.\nIts attack modifier equals your spellcasting level + the\nweapon’s inherent magical bonus, if any; it receives\nonly its own inherent magical bonus to damage. The\nweapon fights for up to 4 rounds, at which point it\nfalls to the ground.", :key :blade-of-my-brother, :school "transmutation", :name "Blade of my Brother", :duration "Concentration, up to 4 rounds", :level 4, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "melee weapon owned by a dead ally of the target", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :binding-oath {:description "You seal an agreement between two or more willing\ncreatures with an oath in the name of Tyr, using ritual\nblessings and toasts of the symbol, during which both\nthe oath and the consequences are clearly set out.\nIf any of the sworn break this solemn vow, they are\nstruck by a curse. he caster can choose either an\neffect appropriate for bestow curse or another penalty,\nsubject to the GM’s approval. Binding oath can’t be\ndismissed by dispel magic, but it can be removed with\ndispel evil and good, remove curse, or wish. Remove curse\nfunctions only if the spell slot used to cast it is equal to\nor higher than the spell slot used to cast binding oath.\nhen the oath is broken or the effect removed from3\none of the participants, all targets are immediately\naware that this has occurred, but no other details.\nDepending on the nature of the oath, this may or may\nnot invalidate the oath for the other targets. If so, the\nspell ends for all other affected creatures, but curse\neffects already bestowed remain until dispelled.", :key :binding-oath, :school "necromancy", :name "Binding Oath", :duration "Until dispelled", :level 4, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :somatic true, :verbal true}, :ritual true, :casting-time "10 minutes", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :thunderclap {:description "You clap your hands, emitting a peal of thunder. All\ncreatures within 20 feet of you take 8d4 thunder\ndamage and are deafened for 1d8 rounds, or take\nhalf damage and aren’t deafened with a successful\nConstitution saving throw. A creature that fails the\nsaving throw by 5 or more is also stunned for 1 round.\nThis spell doesn’t function in an area under the\neffect of a silence spell. Very brittle material such as\ncrystal may be shattered if it’s within range, at the\nGM’s discretion; the GM can allow a character\nholding such an object to protect it with a successful\nDexterity saving throw.", :key :thunderclap, :school "evocation", :name "Thunderclap", :duration "Instantaneous", :level 3, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic true, :verbal false}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :hods-gift {:description "The target gains blindsight to a range of 60 feet.\n\nAt Higher Levels. When you cast this spell using\na spell slot of 6th level or higher, the duration is\nincreased by 1 hour for every slot above 5th level.", :key :hods-gift, :school "transmutation", :name "Hod's Gift", :duration "1 hour", :level 5, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "", :somatic true, :verbal true}, :casting-time "1 round", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :flurry {:description "A flurry of snow surrounds you in a 5-foot radius.\nWhile it lasts, anyone trying to see into, out of,\nor through the affected area (including you) has\ndisadvantage on Wisdom (Perception) checks. The\nsame penalty applies to attack rolls into, out of, or\nthrough the area.", :key :flurry, :school "transmutation", :name "Flurry", :duration "1 round", :level 1, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "", :somatic true, :verbal true}, :ritual false, :attack-roll? false, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock true, :wizard false}, :range "Self"}, :freezing-fog {:description "The spell creates a 20-foot-radius sphere of mist\nsimilar to a fog cloud spell centered on a point you can\nsee within range. The cloud spreads around corners,\nand its area of effect is heavily obscured. A wind of\nmoderate or greater speed (at least 10 miles per hour)\ndisperses it in one round. The fog is freezing cold,\nso any creature that ends its turn in the fog takes\n2d6 cold damage and gains a level of exhaustion;\na successful Constitution saving throw halves the\ndamage and prevents the exhaustion.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 4th level or higher, the damage increases\nby 1d6 for each slot level above 3rd.", :key :freezing-fog, :school "conjuration", :name "Freezing Fog", :duration "Concentration, up to 5 minutes", :level 3, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual false, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "100 feet"}, :jotuns-jest {:description "Giants never tire of having fun with this spell. It\ncauses a weapon or other item to vastly increase in\nsize, temporarily becoming sized for a Gargantuan\ncreature. The item weighs 12 times its original weight\nand in most circumstances cannot be used effectively\nby creatures smaller than Gargantuan size. The item\nretains its usual qualities (including magical powers\nand effects) and returns to normal size when the spell\nends.", :key :jotuns-jest, :school "transmutation", :name "Jotun's Jest", :duration "1 minute", :level 4, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "25 feet"}, :snow-boulder {:description "A ball of snow forms within 5 feet of you and rolls in\nthe direction you point, growing larger as it moves. As\na bonus action, you can move the sphere up to 30 feet.\nIf you roll the boulder into a creature, that creature\nmust make a successful Dexterity saving throw or be\nknocked prone and take the damage indicated below.\nEach round the snow boulder increases in size and\neffectiveness. Hitting a creature doesn’t stop the snow\nboulder’s movement or impede its growth.\nRound: Size; Damage\n1: Small; 1d6 bludgeoning\n2: Medium; 2d6 bludgeoning\n3: Large; 4d6 bludgeoning\n4: Huge; 6d6 bludgeoning\n", :key :snow-boulder, :school "transmutation", :name "Snow Boulder", :duration "Concentration, up to 4 rounds", :level 4, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "handful of snow", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "90 feet"}, :unluck-on-that {:description "Cast this spell when a target makes an attack roll, a\nsaving throw, or an ability or skill check. With a swift\ncurse (“Unluck on that!”), you bring misfortune\nto the target’s endeavor; the affected creature has\ndisadvantage on the roll.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level or higher, the range of the spell\nincreases by 5 feet for every spell slot beyond 1st.", :key :unluck-on-that, :school "enchantment", :name "Unluck on That", :duration "Instantaneous", :level 2, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic false, :verbal true}, :attack-roll? false, :casting-time "1 reaction", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "25 feet"}, :curse-of-boreas {:description "If the target fails a Charisma saving throw, it and its\nequipment are frozen solid, becoming a physically\ninert statue of ice. The creature is effectively paralyzed,\nbut mental activity does not cease and signs of life are\ndetectable; the creature still breathes and its heart\ncontinues to beat, though both happen so slowly as to\nbe almost imperceptible. If the ice statue is broken or\ndamaged while frozen, the creature will have matching\ndamage or injury when returned to its original state.\nDispel magic can’t end this spell, but it can allow the\ntarget to speak (but not move or cast spells) for 1 round\nper the spell slot used. Greater restoration or more\npotent magic is needed to free a creature from the ice.\nBoreas and certain of his followers can use scrying to\nspy through the target’s senses, and the target receives\nno saving throw against this effect. Those touching a\nfrozen target can request an audience with Boreas, and\nif they make a successful DC 15 Charisma check, he’ll\nrespond to their request through the ice.", :key :curse-of-boreas, :school "transmutation", :name "Curse of Boreas", :duration "Permanent", :level 6, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "100 feet"}, :gliding-step {:description "Provided you’re not carrying more than a normal\nheavy load, you can walk on the surface of snow\nrather than wading through it, and ignore its effect on\nmovement. Ice also supports your weight no matter\nhow thin it is, and you can travel on it as if you’re\nwearing ice skates. You still leave tracks normally\nunder these effects.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 2nd level or higher, the duration increases\nby 10 minutes for every slot above 1st.", :key :gliding-step, :school "abjuration", :name "Gliding Step", :duration "10 minutes", :level 1, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual false, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :spiteful-weapon {:description "You create a connection between the target of the\nspell (“target”), a creature that attacked and injured\nthe target in the last 24 hours (“attacker”), and a\nmelee weapon that was used successfully in the attack\n(“weapon”), all of which must be within the spell’s\nrange of you when the spell is cast. For the duration\nof the spell, whenever the attacker takes damage\nwhile holding the weapon, the target takes the same\namount and type of damage; a successful Charisma\nsaving throw by the target halves the damage it takes,\nwith each attack calling for a new saving throw. The\nattacker can even turn the weapon against himself or\nherself and cause identical damage to the target. Self-inflicted\nwounds hit automatically, but damage is still\nrolled randomly. Once the connection is established,\nit lasts for the duration of the spell regardless of\nrange, so long as all three elements remain on the\nsame plane. The spell ends immediately if the attacker\nreceives any healing.\n\nAt Higher Levels. The target has disadvantage on its\nCharisma saving throws if spiteful weapon is cast with a\n5th-level slot.", :key :spiteful-weapon, :school "necromancy", :name "Spiteful Weapon", :duration "Concentration, up to 5 rounds", :level 3, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "a melee weapon that has injured the target", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "25 feet"}, :hearth-charm {:description "This spell makes flammable material burn twice as long as normal.", :key :hearth-charm, :school "transmutation", :name "Hearth Charm", :duration "24 hours", :level 1, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock true, :wizard false}, :range "25 feet"}, :deep-breath {:description "The recipient of this spell can breathe and function\nnormally in thin oxygen, suffering no ill effect at\naltitudes up to 30,000 feet. If more than one creature\nis touched during casting, the duration is divided\nevenly among all creatures touched.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 2nd level or higher, the duration of the\nspell increases by 2 hours for each slot level beyond 1st.", :key :deep-breath, :school "transmutation", :name "Deep Breath", :duration "2 hours", :level 1, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic false, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :snowblind-stare {:description "Your eyes burn with a bright, cold light that inflicts\nsnow blindness on a creature you target within 30\nfeet of you. If the target fails a Constitution saving\nthrow, it suffers the first stage of snow blindness\n(see Conditions, below), or the second stage of snow\nblindness if it already has the first stage. The target\nrecovers as described in Conditions.", :key :snowblind-stare, :school "necromancy", :name "Snowblind Stare", :duration "Concentration, up to 2 rounds", :level 2, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :fire-under-the-tongue {:description "You have mastered the skraeling art of keeping fire\nunder your tongue. You can consume a nonmagical\nfire up to the size of a normal campfire. The fire is\nstored harmlessly in your mouth and dissipates if not\nused before the end of the spell’s duration. You can\nvomit forth the stored fire as an action. If you’re trying\nto hit a particular target, then treat this as a ranged\nattack with a range of 5 feet. Campfire-sized flames\ncause 1d6 fire damage, while torch-sized flames cause\n1 point of fire damage. Once you’ve spit it out, the fire\nburns normally. It goes out immediately unless it hits\nflammable material and sets it alight.", :key :fire-under-the-tongue, :school "transmutation", :name "Fire Under the Tongue", :duration "24 hours", :level 1, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic false, :verbal true}, :ritual false, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :not-this-day- {:description "You mark the target’s body with a unique rune that\nrepresents their fate. The rune protects against death\nfrom either a specific damage type (slashing, poison,\nfire, radiant, etc.) or a category of creature (giant,\nbeast, elemental, monstrosity, etc.) that must be\nnamed when the spell is cast. For the next 24 hours,\nthe target has advantage on saving throws involving\nthat type of damage or creature, including death\nsaving throws if the attack that dropped the target to\n0 hit points is covered by this spell. A character can\nbe under the effect of only a single not this day! rune at\none time; a second casting on the same target cancels\nthe preexisting protection.", :key :not-this-day-, :school "abjuration", :name "Not This Day!", :duration "24 hours", :level 5, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :brittling {:description "This spell uses biting cold to make a metal or stone\nitem brittle and easy to shatter. The item’s hit points\nare permanently reduced by a number equal to your\nspellcasting level, and Strength checks to shatter or\nbreak the item within 1 minute of the spell’s casting\nare made with advantage. If the item isn’t shattered, it\ncan be repaired as normal.", :key :brittling, :school "transmutation", :name "Brittling", :duration "Instantaneous", :level 4, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :cursed-gift {:description "Cursed gift imbues an object with a curse or other\nunwanted, harmful magical effect that the caster or\nanother creature in physical contact with the caster\nis currently suffering from. If this item is given to\nsomeone who freely accepts it during the duration\nof the spell, then the curse temporarily transfers to\nthem. A successful Charisma saving throw negates the\ntransfer. If the saving throw fails, the original target of\nthe curse no longer suffers from the affliction, which\ntransfers to the recipient of the item for the duration\nof the spell. Returning, destroying, or giving away\nthe item a second time has no effect. Remove curse and\ncomparable magic can relieve the person who received\nthe item, but the curse still returns to the original\nvictim when the spell expires.\nCursed gift can also be cast on a cursed object. This\nallows the object to be given away to someone who\nfreely accepts it, but it returns to the previous owner\nwhen the spell expires.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 5th level or higher, the duration of the\nspell increases by 1 day for each slot level beyond 4th.", :key :cursed-gift, :school "abjuration", :name "Cursed Gift", :duration "1 day", :level 4, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "an object worth at lease 75 gp", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :goats-hoof-charm {:description "The target creature traverses craggy slopes with the\nsurefootedness of a mountain goat. When climbing\nslopes and inclines (but not vertical surfaces) that\nnormally reduce speed by half, the target moves at\nthree-quarters normal speed instead. The target also\ngains a +2 bonus on checks to prevent falls, to catch a\nledge or otherwise stop themselves when falling, and\non Dexterity checks to move along narrow ledges.\nAt Higher Levels. When you cast this spell using a\nspell slot of 2nd level or higher, the duration increases\nby 1 minute for every slot above 1st.", :key :goats-hoof-charm, :school "transmutation", :name "Goat's Hoof Charm", :duration "1 minute", :level 1, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "a goat's hoof", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :mosquito-bane {:description "This spell kills any insect or swarm with fewer than 25\nhit points within 50 feet of you.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 2nd level or higher, the number of hit\npoints affected increases by 15 for every slot above\n1st; thus, a 2nd-level slot kills up to 40 hit points of\ninsects, a 3rd-level slot kills 55, etc., up to a maximum\nof 85 hit points for a 6th-level slot.", :key :mosquito-bane, :school "necromancy", :name "Mosquito Bane", :duration "Instantaneous", :level 1, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :lokis-gift {:description "Loki’s gift makes even the most barefaced lie seem\nstrangely plausible: you gain advantage to Charisma\n(Deception) checks for whatever you’re currently\nsaying. If your Deception check fails, the creature\nknows that you tried to manipulate it with magic. If\nyou lie to a creature that has a friendly attitude toward\nyou and it fails a Charisma saving throw, you can also\ncoax him or her to reveal a potentially embarrassing\nsecret. The secret can involve wrongdoing (adultery,\ncheating at tafl, a secret fear, etc.) but not something\nlife-threatening or dishonorable enough to earn the\nsubject repute as a nithling. The verbal component of\nthis spell is the lie you are telling.", :key :lokis-gift, :school "enchantment", :name "Loki's Gift", :duration "1 minute", :level 1, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic false, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :grudge-match {:description "You reveal how the Norns have entwined the fate of\nnearby allies and enemies. For every ally targeted by\nthis spell, you must also target an enemy within range.\nIf the number of allies and enemies targeted isn’t the\nsame, the spell fails. For the duration of the spell,\nevery target gains a +2 bonus on saving throws, attack\nrolls, ability checks, skill checks, and weapon damage\nrolls made against targets also affected by the spell.\nAll affected creatures can identify fellow targets of the\nspell by sight. If an affected creature makes any of the\nabove checks against a non-subject, it has a –2 penalty on that check.\n\nAt Higher Levels. When you cast this spell using\na spell slot of 3rd level or higher, the duration is\nincreased by 1 round for every slot above 2nd.", :key :grudge-match, :school "evocation", :name "Grudge Match", :duration "1 round", :level 2, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock true, :wizard false}, :range "100 feet"}, :triumph-of-ice {:description "You transform one of the four elements into ice or\nsnow. The area of effect is a sphere with a radius of\n100 feet, centered on you. The specific effect varies\ndepending on the element targeted.\n• Air. Vapor condenses into snowfall. If cast on a fog\ncloud, stinking cloud, or a similar magic effect, this\nspell negates it. Creatures of elemental air who\nare targeted take 8d6 cold damage, and if airborne\nmust make a successful Constitution saving throw\nto avoid being knocked prone (no falling damage).\n• Water. Open water (a pond, lake, or river) freezes\nto a depth of 4 feet. Creatures in the water at its\nsurface must make successful Dexterity saving\nthrows to avoid being immobilized in the ice. A\ntrapped creature can free itself by using an action\nto make a successful Strength (Athletics) check.\nCreatures of elemental water take no damage\nfrom the spell but are paralyzed for 1d6 rounds\nunless they make a successful Constitution saving\nthrow, and they pay double for movement in the\naffected area.\n• Earth. Soil freezes into permafrost to a depth of\n10 feet. Creatures burrowing through the area\nhave their speed halved until the area thaws, unless\nthey can burrow through solid rock. Creatures\nof elemental earth who fail a Constitution saving\nthrow take 8d6 cold damage from stress fractures\nin their bodies.\n• Fire. Flames transform into shards of ice and their\narea becomes difficult terrain. Creatures in the\nburning area take 2d6 slashing damage when the\nspell is cast and 1d6 slashing damage for every 5\nfeet they move through the area unless they are\nunhindered by icy terrain; a successful Dexterity\nsaving throw halves the slashing damage. Lava\ncools into a solid crust 4 inches thick. Creatures\nof elemental fire must make a successful\nConstitution saving throw or take 8d6 cold\ndamage and be stunned for 1d6 rounds.", :key :triumph-of-ice, :school "transmutation", :name "Triumph of Ice", :duration "Concentration, up to 1 minute", :level 7, :option-pack "KPDM 2 - Rune Magic", :components {:material true, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :prismatic-ray {:description "A ray of shifting color springs from your hand.\nMake a ranged spell attack against a single target.\nThe ray’s effect depends on which color happens\nto be dominant when the beam strikes its target,\ndetermined by rolling 1d8.\n\n1: Red- 1d6 fire damage/caster level Dexterity\n2: Orange- 1d6 acid damage/caster level Dexterity\n3: Yellow- 1d6 lightning damage/caster level Dexterity\n4: Green- Target Poisoned; Constitution\n5: Blue- Target Deafened; Constitution\n6: Indigo- Target Frightened; Wisdom\n7: Violet- Target Stunned; Constitution\n8: Shifting Ray- Target Blinded Constitution\n\nA successful Dexterity saving throw reduces damage\nto half. A successful Constitution or Wisdom saving\nthrow negates the effect; an affected creature repeats\nthe saving throw at the end of its turn, ending the\neffect on itself with a successful save. On a critical hit,\nthe spell causes no additional damage but the caster\ncan choose the color of the beam that hits the target.\n", :key :prismatic-ray, :school "evocation", :name "Prismatic Ray", :duration "Instantaneous, or 5 rounds", :level 5, :option-pack "KPDM 2 - Rune Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "100 feet"}}}, "5eHB - Blood Mage - (Kol_dar#2111)" {:orcpub.dnd.e5/classes {:blood-mage {nil nil, :key :blood-mage, :level-modifiers [{:type :spell, :value {:ability :int, :key :acid-splash}} {:type :spell, :value {:ability :int, :key :chill-touch}} {:type :spell, :value {:ability :int, :key :control-flames}} {:type :spell, :value {:ability :int, :key :dancing-lights}} {:type :spell, :value {:ability :int, :key :fire-bolt}} {:type :spell, :value {:ability :int, :key :friends}} {:type :spell, :value {:ability :int, :key :guidance}} {:type :spell, :value {:ability :int, :key :light}} {:type :spell, :value {:ability :int, :key :mage-hand}} {:type :spell, :value {:ability :int, :key :mending}} {:type :spell, :value {:ability :int, :key :minor-illusion}} {:type :spell, :value {:ability :int, :key :poison-spray}} {:type :spell, :value {:ability :int, :key :prestidigitation}} {:type :spell, :value {:ability :int, :key :ray-of-frost}} {:type :spell, :value {:ability :int, :key :thaumaturgy}} {:type :spell, :value {:ability :int, :key :true-strike}} {:type :weapon-prof, :value :simple} {:type :armor-prof, :value :light} {:type :weapon-prof, :value :whip}], :name "Blood Mage", :subclass-level 2, :option-pack "Blood Mage", :subclass-title "Blood Mage Tradition", :spellcasting {:ability :orcpub.dnd.e5.character/int, :known-mode :schedule, :level-factor 1, :spell-list {1 #{:armor-of-agathys :alarm :ray-of-sickness :detect-magic :detect-evil-and-good :protection-from-evil-and-good :witch-bolt :command :identify :comprehend-languages :bane :disguise-self :hex :inflict-wounds :false-life :expeditious-retreat :tashas-hideous-laughter :charm-person :illusory-script :detect-poison-and-disease :sleep :color-spray :silent-image}, 2 #{:magic-mouth :crown-of-madness :gentle-repose :blindness-deafness :silence :protection-from-poison :enhance-ability :enthrall :alter-self :ray-of-enfeeblement :suggestion :magic-weapon :detect-thoughts :levitate :mirror-image :cloud-of-daggers :melfs-acid-arrow :hold-person :darkness :web :misty-step}, 3 #{:animate-dead :sending :water-breathing :remove-curse :dispel-magic :vampiric-touch :hypnotic-pattern :feign-death :glyph-of-warding :haste :tongues :magic-circle :slow :lightning-bolt :bestow-curse :water-walk :fear}, 4 #{:fabricate :blight :banishment :polymorph :locate-creature :evards-black-tentacles :freedom-of-movement :vitriolic-sphere :compulsion :stoneskin}, 5 #{:cloudkill :dispel-evil-and-good :raise-dead :dominate-person :insect-plague :hold-monster :rar-s-telepathic-bond :planar-binding :mislead :contact-other-plane :contagion :geas}, 6 #{:blade-barrier :chain-lightning :circle-of-death :create-undead :eyebite :harm :mass-suggestion :ottos-irresistible-dance}, 7 #{:etherealness :finger-of-death :plane-shift :prismatic-spray :symbol :teleport}, 8 #{:abi-d-s-horrid-wilting :antimagic-field :dominate-monster :feeblemind :telepathy}, 9 #{:foresight :time-stop :true-polymorph :weird :wish}}, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/con true, :orcpub.dnd.e5.character/int true}, :skill-options {:choose 2, :options {:arcana true, :history true, :insight true, :investigation true, :medicine true, :religion true}}}, :hit-die 10, :traits [{:description "Starting at 3rd level, when you score a critical hit using your blood-ritual implement as a weapon, you gain blood magic points equal to the damage dealt by the hit.", :level 3, :name "Dark Siphon"} {:description "Starting at 3rd level, when you cast a spell you know as a ritual and you have a blood-ritual implement, you can decrease the ritual's casting time to one minute at the cost of 2 blood magic points per spell level.", :level 3, :name "Blood Ritual"} {:description "At 5th level, you gain the ability to drain the life from living creatures to gain strength to power your spells as an action. When you use this ability, choose a living creature that you can see that is within 5 feet of you and make an Intelligence ability check against a DC equal to the target's Armor Class (if the creature is willing or unconcious, the check automatically succeeds). On a success, the target takes 2d8 Necrotic damage, and you gain a number of blood magic points equal to half the damage done. At 11th level the damage increases to 2d10, and at 17th level it increases to 2d12. You cannot have more than your maximum number of blood magic points at any time. This ability cannot be used on constructs or undead. You can use this ability a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.", :level 5, :name "Sacrifice"} {:description "Starting at 15th level, you have learned to draw lingering life energy from the corpses of creatures that are already dead, provided the corpse is fresh enough. You can use this feature on any corpse that meets the following criteria:\n\nThe corpse is not more than one day old.\nThe corpse is Medium size or larger.\nThe creature was not a construct, and has never been undead.\nThe corpse is within 10 feet of you.\nWhen you use this ability, you gain hit points and blood magic points based on the size of the creature, as explained in the table below. Corpses used in this way are destroyed. You can use this ability three times, and you regain expended uses when you complete a short or long rest.\nMedium size, 1d8 Hit Points and 2 Blood Magic Points.\nLarge size, 2d8 Hit Points and 4 Blood Magic Points.\nHuge size, 2d12 Hit Points and 8 Blood Magic Points.\nGargantuan size, 3d12 Hit Points and 10 Blood Magic Points.", :level 15, :name "Grave Robber"} {:description "At 20th level, you have fully mastered the power of blood magic, and you gain the following benefits:\n\nWhen you use Sacrifice on a willing creature, or one that is unconcious, you can use the maximum amount of damage instead of rolling.\nWhen you make an Intelligence ability check using your Sacrifice feature, you may add your proficiency bonus to the check.\nYour Dark Siphon feature now draws power from non-critical hits as well. When you deal damage using your blood-ritual implement as a weapon, gain blood magic points equal to half the damage done.", :level 20, :name "Blood Mastery"} {:description "In addition to ordinary spellcasting, blood mages have the unique ability to fuel spells using the life-force of living creatures, usually themselves. Blood Mages can create spell slots by spending blood magic points. The maximum number of blood magic points you can have is shown in the BMP column on the Blood Mage table. You lose any collected blood magic points when you finish a long rest.\n\nGaining Blood Magic Points\nYou can use a blood-ritual implement to gain blood magic points. As an action, you can use the implement to injure yourself and convert the damage you take into blood magic points. You can deal 1d10 damage to yourself and you gain blood magic points equal to the amount of damage taken. This damage cannot be mitigated in any way, and if you have temorary hit points, this damage ignores it. You can choose to increase the self damage dealt by any number of d10. Some blood mage features offer more ways to gain blood magic points. You cannot carry more than your maximum number of blood magic points.\n\nSpending Blood Magic Points\nYou can spend blood magic points to create spell slots that you can use to cast your spells. You can also spend them on some blood mage features. Creating a spell slot requires a bonus action, and you can only create one spell slot at a time. Spell slots of 6th level and higher can only be created once per long rest. You cannot create a slot of a level higher than you would normally have.\nSpell Slot Cost:\n1st 6, 2nd 9, 3rd 15, 4th 18, 5th 21, 6th 27, 7th 30, 8th 33, 9th 39.\n\nCorrupted Blood\nUsing your own life force to fuel your spells has a price: the effectiveness of healing spells cast on you is reduced by half. This cannot reduce the incoming healing below 1 point.", :name "Blood Magic"}]}}, :orcpub.dnd.e5/subclasses {:bloodreaver {:class :blood-mage, :key :bloodreaver, :level-modifiers [{:type :armor-prof, :value :medium} {:type :armor-prof, :value :shields}], :name "Bloodreaver", :option-pack "Blood Mage", :traits [{:description "When you choose this tradition at 2nd level, you gain proficiency with medium armor and shields, as well as three martial weapons of your choice.", :level 2, :name "Bonus Proficiencies"} {:description "Starting at 6th level, when you attack with your blood-ritual implement, you deal an additional 1d8 of the weapon's damage. This damage can only be dealt once per turn. At 10th level, the bonus damage increases by 1d8, and again at 16th level.", :level 6, :name "Blood Strike"} {:description "At 10th level, you have learned to convert some of your magical power into combat vitality. As a bonus action, you can spend blood magic points to gain temporary hit points. For every 5 points spent you gain 1d6 temporary hit points. If you take damage while you have these hit points and are concentrating on a spell, you automatically succeed any Constitution saving throws made to maintain your concentration, as long as you have at least 1 temporary hit point left afterward.", :level 10, :name "Pain is Temporary"} {:description "Beginning at 14th level, you radiate an aura that causes nearby creatures to share in any damage you take. Any time you take 10 or more points of damage from a hostile creature in a single attack or effect, up to 5 creatures of your choice within 10 feet of you take damage equal to the damage you took divided by 10. The damage is psychic.", :level 14, :name "Aura of Pain"}]}, :sanguine-master {:class :blood-mage, :key :sanguine-master, :level-modifiers [], :name "Sanguine Master", :option-pack "Blood Mage", :traits [{:description "Starting when you choose this tradition at 2nd level, and every 4 levels thereafter, you learn two spells from any class's spell list, as long as they have the ritual tag and are of a level you can cast. If the spells are not on the blood mage spell list, you can only cast them as rituals.", :level 2, :name "Occult Lore"} {:description "At 6th level, your cantrips become infused with some of the same power as your blood-ritual implement. When you score a critical hit with a cantrip, or a creature rolls a 1 on a saving throw against one of your cantrips, you gain blood magic points equal to half the damage dealt.", :level 6, :name "Magic Drain"} {:description "Starting at 10th level, you add your Intelligence modifier to damage rolls you make for a cantrip or spell on your turn.", :level 10, :name "Magic Boost"} {:description "Beginning at 14th level, when you deal damage using a spell of 1st level or higher, you can spend blood magic points equal to 2 times the spell's level. If you do, you can deal the maximum damage instead of rolling. If you use this feature again before completing a long rest, the blood magic point cost increases by 2 per spell level for each use of this feature before resting.", :level 14, :name "Dark Empowerment"}]}}}, "KP - Deep Magic 03 - Void Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/feats {:void-channeler {:ability-increases #{}, :description "As an action, you speak a phrase of void speech. One creature you choose within 10 ft that can hear you must succeed a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened for 1 minute. A frightened creature can repeat the saving throw at the start of each of its turns. If you use this ability again before taking a short rest, you suffer Xd4 necrotic damage (X = number of uses after the first)", :key :void-channeler, :name "Void Channeler", :option-pack "KPDM 3 - Void Magic", :prereqs #{}}, :void-scribe {:ability-increases #{}, :description "As an action, you can use a writing implement to inscribe a void speech glyph on an unattended object within reach. As long as the object is intact, it is vulnerable to necrotic damage and it takes 1d6 necrotic damage at the end of your turn.\nFor the glyph to remain intact, you must concentrate on the glyph as you would a spell. In addition, at the start of each turn you must succeed a DC 10 Constitution saving throw or the glyph crumbles away.", :key :void-scribe, :name "Void Scribe", :option-pack "KPDM 3 - Void Magic", :prereqs #{}}}, :orcpub.dnd.e5/spells {:conjure-minor-voidborn-void- {:description "You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options for what appears:\n• One creature of challenge rating 2 or lower\n• Two creatures of challenge rating 1 or lower\n• Four creatures of challenge rating 1/2 or lower\n• Eight creatures of challenge rating 1/4 or lower\nSummoned creatures disappear when they drop to 0 hit points or when the spell ends. The summoned creatures do not directly attack you or your companions. Roll initiative for the summoned creatures as a group; they take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises. At the beginning of the creatures’ turn, you can use your reaction to verbally command them. hey obey your commands for that turn, and you take 1d6 psychic damage at the end of the turn. \nIf your concentration is broken, the creatures don’t disappear. Instead, you can no longer command them and they become hostile to you and your companions. They will attack you and your allies if they believe they have a chance to win the fight or to inflict meaningful harm, but they won’t fight if they fear it would mean their own death. he creatures can’t be dismissed by you, but they disappear 1 hour after being summoned. \n\nAt Higher Levels. When you cast this spell using a 7th- or 9th-level spell slot, you choose one of the summoning options above, and more creatures appear: twice as many with a 7th-level spell slot and three times as many with a 9th-level spell slot.", :key :conjure-minor-voidborn-void-, :school "conjuration", :name "Conjure Minor Voidborn (Void)", :duration "Concentration, up to 1 hour", :level 5, :option-pack "KPDM 3 - Void Magic", :components {:somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "90 feet"}, :protection-from-the-void-void- {:description "Until the spell ends, one willing creature you touch\nhas resistance to necrotic and psychic damage, and\nhas advantage on saving throws against void spells.\n", :key :protection-from-the-void-void-, :school "abjuration", :name "Protection from the Void (Void)", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "KPDM 3 - Void Magic", :components {:material true, :material-component "a small bar of silver worth 25 sp, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :nether-weapon-void- {:description "You whisper in void speech and touch a weapon.\nUntil the spell ends, the weapon turns pitch black,\nbecomes magical if it wasn’t before, and it does 2d6\nnecrotic damage in addition to its normal damage on\na successful hit. A creature that takes necrotic damage\nfrom the enchanted weapon can’t regain hit points\nuntil the start of your next turn.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 5th level or higher, the damage increases\nby 1d6 for each slot level above 4th.\n", :key :nether-weapon-void-, :school "transmutation", :name "Nether Weapon (Void)", :duration "Concentration, up to 1 hour", :level 4, :option-pack "KPDM 3 - Void Magic", :components {:material true, :material-component "ink, chalk, and some other writing medium", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :living-shadows-void- {:description "You whisper sibilant words of void speech that cause\nshadows to writhe with unholy life. Choose a point\nyou can see within range. Writhing shadows spread\nout in a 15-foot-radius sphere centered on that point,\ngrasping at creatures in the area. A creature that\nstarts its turn in the area or that enters the area for the\nfirst time on its turn must make a successful Strength\nsaving throw or be restrained by the shadows. A\ncreature that starts its turn restrained by the shadows\nmust make a successful Constitution saving throw or\ngain one level of exhaustion.\n\nA restrained creature can use its action to make a\nStrength or Dexterity check (its choice) against your\nspell save DC. On a success, it frees itself.\n", :key :living-shadows-void-, :school "conjuration", :name "Living Shadows (Void)", :duration "1 minute", :level 5, :option-pack "KPDM 3 - Void Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :conjure-voidborn-void- {:description "You summon a fiend or aberration of challenge rating\n6 or lower, which appears in an unoccupied space that\nyou can see within range. The creature disappears\nwhen it drops to 0 hit points or when the spell ends.\nRoll initiative for the creature, which takes its own\nturns. It attacks the nearest creature on its turn. At the\nstart of the fiend’s turn, you can use your reaction to\ncommand the creature by speaking in void speech. It\nobeys your verbal command, and you take 2d6 psychic\ndamage at the end of the creature’s turn.\nIf your concentration is broken, the creature\ndoesn’t disappear. Instead you can no longer issue\ncommands to the fiend, and it becomes hostile to you\nand your companions. It will attack you and your allies\nif it believes it has a chance to win the fight or to inflict\nmeaningful harm, but it won’t fight if it fears it would\nmean its own death. The creature can’t be dismissed by\nyou, but it disappears 1 hour after you summoned it.\nAt Higher Levels. When you cast this spell using a\nspell slot of 8th level or higher, the challenge rating\nincreases by 1 for each slot level above 7th.\n", :key :conjure-voidborn-void-, :school "conjuration", :name "Conjure Voidborn (Void)", :duration "Concentration, up to 1 hour", :level 7, :option-pack "KPDM 3 - Void Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "90 feet"}, :life-drain-void- {:description "With a snarled word of void speech, you create a\nswirling vortex of purple energy. Choose a point you\ncan see within range. Creatures within 15 feet of the\npoint take 10d6 necrotic damage, or half damage\nwith a successful Constitution saving throw. For each\ncreature damaged by the spell, you can choose one\nother creature within range, including yourself, that\nis not a construct or undead. The secondary targets\nregain hit points equal to half the necrotic damage\nyou rolled.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 7th level or higher, the vortex’s damage\nincreases by 1d6 for each slot level above 6th.", :key :life-drain-void-, :school "necromancy", :name "Life Drain (Void)", :duration "Instantaneous", :level 6, :option-pack "KPDM 3 - Void Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "90 feet"}, :word-of-misfortune-void- {:description "You hiss a word of void speech. Choose one creature\nyou can see within range. The next time the creature\nmakes a saving throw during the spell’s duration, it\nmust roll a d4 and subtract the result from the total of\nthe saving throw. The spell then ends.", :key :word-of-misfortune-void-, :school "enchantment", :name "Word of Misfortune (Void)", :duration "Concentration, up to 1 minute", :level 0, :option-pack "KPDM 3 - Void Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :maddening-whispers-void- {:description "You whisper a string of void speech toward a target\nthat can hear you. The target must succeed on a\nCharisma saving throw or be incapacitated. While\nincapacitated by this spell, the target’s speed is 0 and it\ncan’t benefit from increases to its speed. To maintain\nthe effect, you must use your action on subsequent\nturns to continue whispering; otherwise, the spell\nends. The spell also ends if the target takes damage.\n", :key :maddening-whispers-void-, :school "enchantment", :name "Maddening Whispers (Void)", :duration "1 minute", :level 2, :option-pack "KPDM 3 - Void Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :glimpse-of-the-void-void- {:description "Muttering void speech, you force images of terror\nand nonexistence upon your foes. Each creature in a\n30-foot cube within range must make an Intelligence\nsaving throw. On a failed save, the creature goes\ninsane for the duration. While insane, a creature takes\nno actions other than to shriek, wail, gibber, and\nbabble unintelligibly. The GM controls the creature’s\nmovement, which is erratic", :key :glimpse-of-the-void-void-, :school "enchantment", :name "Glimpse of the Void (Void)", :duration "Concentration, up to 1 minute", :level 8, :option-pack "KPDM 3 - Void Magic", :components {:material true, :material-component "a scrap of parchment with void glyph scrawlings", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :void-strike-void- {:description "With a short phrase of void speech, you gather\nwrithing darkness around your hand. When you\ncast the spell, and as an action on subsequent turns,\nyou can unleash a bolt of darkness at a target within\nrange. Make a ranged spell attack. If your target is in\ndim light or darkness, you have advantage on the roll.\nOn a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn.\n\nAt Higher Levels. When you cast the spell using a\nspell slot of 4th level or higher, the damage increases\nby 1d8 for each slot level above 3rd.\n", :key :void-strike-void-, :school "evocation", :name "Void Strike (Void)", :duration "Concentration, up to 1 minute", :level 3, :option-pack "KPDM 3 - Void Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "90 feet"}, :cursing-curse-void- {:description "You speak a word of void speech. Choose a creature\nyou can see within range. If the target can hear you,\nit must succeed on a Wisdom saving throw or take\n1d6 psychic damage and be deafened for 1 minute.\nA deafened creature can repeat the saving throw at\nthe end of each of its turns, ending the deafness on a\nsuccess. A creature deafened in this way can still hear\nvoid speech.\n\nThis spell’s damage increases by 1d6 when you reach\n5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :cursing-curse-void-, :school "evocation", :name "Cursing Curse (Void)", :duration "Instantaneous", :level 0, :option-pack "KPDM 3 - Void Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :void-rift-void- {:description "You speak a hideous string of void speech that leaves\nyour mouth bloodied, causing a rift into absolute\nnothingness to tear open. The rift takes the form\nof a 10-foot-radius sphere, and it forms around a\npoint you can see within range. The area within 40\nfeet of the sphere’s outer edge becomes\ndifficult terrain as the void tries to draw\neverything into itself. All creatures that\nstart their turns within 40 feet of the\nsphere or that enter that area for the first\ntime on their turn must succeed on a Strength\nsaving throw or be pulled 15 feet toward the rift.\nCreatures that start their turn in contact with\nthe rift or that come into contact with it for\nthe first time on their turn take 8d10 necrotic\ndamage. Creatures inside the rift are blinded\nand deafened. Unattended objects within 40\nfeet of the rift are drawn 15 feet toward it at the\nstart of your turn, and take damage as creatures.\n\nWhile concentrating on the spell, you take 2d6\nnecrotic damage at the end of your turn.", :key :void-rift-void-, :school "conjuration", :name "Void Rift (Void)", :duration "Concentration, up to 1 minute", :level 9, :option-pack "KPDM 3 - Void Magic", :components {:material true, :material-component "a black opal carved with a void glyph worth 500 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "300 feet"}, :destructive-resonance-void- {:description "You shout a scathing string of void speech that assaults\nthe minds of any creatures who hear it. Each creature\nin a 15-foot cone who can hear you takes 4d6 psychic\ndamage, or half damage with a successful Wisdom\nsaving throw. Creatures damaged by this spell can’t\ntake reactions until the start of their next turn.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level or higher, the damage increases\nby 1d6 for each slot level above 2nd.", :key :destructive-resonance-void-, :school "evocation", :name "Destructive Resonance (Void)", :duration "Instantaneous", :level 2, :option-pack "KPDM 3 - Void Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (15-ft cone)"}}, :orcpub.dnd.e5/subclasses {:void-speaker {:class :wizard, :key :void-speaker, :level-modifiers [], :name "Void Speaker", :option-pack "KPDM 3 - Void Magic", :traits [{:description "The gold and time you must spend to copy a void spell into your spellbook is halved.\nWhen you gain a level, one of the two spells you learn can be a void magic spell, even if you've never encountered the spell before. Similarly, when you learn a new cantrip, it can be a void magic.", :level 2, :name "Void Savant"} {:description "As a bonus action before you cast a spell of 1st level or higher, you can disorient a single creature that is affected by the spell. They have disadvantage on the next attack roll or ability check it makes before the start of your next turn. You must be able to speak to use this feature.", :level 2, :name "Whispers of the Void"} {:description "As a reaction when you are damaged by a creature within 60 ft, you bark a word of void speech. If that creature can hear you, it takes necrotic damage = 1/2 your Wizard level + your Intelligence modifier. You can use this a number of times = your Intelligence modifier (minimum 1) per long rest. You must be able to speak to use this feature.", :level 6, :name "Rebuke from Beyond"} {:description "When you cast a single target void magic spell, you can have it target a 2nd creature. You have advantage on Concentration checks on void spells.", :level 10, :name "Powerful Echo"} {:description "As an action choose a point you can see within 60 feet. The area within 20 ft of that point becomes dim light for 1 minute. Any hostile creatures in that area are vulnerable to necrotic damage and have disadvantage on Wisdom checks. An affected creature that starts its turn in the area or enters it for the first time takes 3d6 necrotic damage, or 1/2 damage with a successful Constitution saving throw. You must be able to speak to use this ability. (Once per rest)", :level 14, :name "Manifestation"}]}}}, "UA - Lore Wizard - (mattswymer#7833)" {:orcpub.dnd.e5/subclasses {:lore-mastery {:class :wizard, :key :lore-mastery, :level-modifiers [{:level 2, :type :skill-prof, :value :history} {:level 2, :type :skill-prof, :value :nature} {:level 2, :type :skill-prof, :value :arcana} {:level 2, :type :skill-prof, :value :religion}], :name "Lore Mastery", :option-pack "Unearthed Arcana: Warlock & Wizard", :traits [{:description "Change any spell cast with spell slot to acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage. Change saving throw for any spell cast with a spell slot (once/rest).", :level 2, :name "Spell Secrets"} {:description "Use 1st-level spell slot to increase damage by 2d10 force damage. Use 2nd-level spell slot to increase range from at least 30 feet to 1 mile. Use 3rd-level spell slot increase the spell’s save DC by 2.", :level 6, :name "Alchemical Casting"} {:description "As a bonus action, replace one prepared spell with another spell from your spellbook (once/rest).", :level 10, :name "Prodigious Memory"} {:description "As a bonus action, cast one unprepared spell any class’s spell list using a spell slot (once/long rest).", :level 14, :name "Master of Magic"}]}}}, "Dungeon Master's Guide" {:orcpub.dnd.e5/subraces {:eladrin-dmg-variant- {:race :elf, :traits [{:name "Fey Step", :description "You can cast the misty step spell once usin this trait. You regain the ability to do so when you finish a short or long rest."}], :option-pack "Dungeon Master's Guide", :name "Eladrin (DMG Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :props {:weapon-prof {:longsword true, :shortsword true, :shortbow true, :longbow true}}, :key :eladrin-dmg-variant-, :spells [{:value {:level 2, :key :misty-step, :ability :int}}]}}, :orcpub.dnd.e5/subclasses {:oathbreaker {:class :paladin, :traits [{:name "Channel Divinity", :description "An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options:\n\nControl Undead: As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.\n\nDreadful Aspect: As an action, the paladin channels the darkest emotions and focuses them into a burst of see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.", :level 3} {:level 7, :name "Aura of Hate", :description "Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. At 18th level, the range of this aura increases to 30 feet."} {:name "Supernatural Resistance", :description "At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.", :level 15} {:name "Dread Lord", :level 20, :description "At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-footradius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4dl0 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.\n\nWhile the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.\n\nAfter activating the aura, the paladin can't do so again until he or she finishes a long rest."}], :level-modifiers [{:type :damage-resistance, :level 15, :value :bludgeoning} {:type :damage-resistance, :level 15, :value :piercing} {:type :damage-resistance, :level 15, :value :slashing}], :option-pack "Dungeon Master's Guide", :name "Oathbreaker", :key :oathbreaker, :paladin-spells {1 {0 :hellish-rebuke, 1 :inflict-wounds}, 2 {0 :crown-of-madness, 1 :darkness}, 3 {0 :animate-dead, 1 :bestow-curse}, 4 {0 :blight, 1 :confusion}, 5 {0 :contagion, 1 :dominate-person}}}, :death-domain {:class :cleric, :cleric-spells {1 {0 :false-life, 1 :ray-of-sickness}, 2 {0 :blindness-deafness, 1 :ray-of-enfeeblement}, 3 {0 :animate-dead, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell, 1 :cloudkill}}, :key :death-domain, :level-modifiers [{:type :weapon-prof, :value :martial}], :name "Death Domain", :option-pack "Dungeon Master's Guide", :traits [{:description "When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.", :name "Bonus Proficiency"} {:description "At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.", :level 1, :name "Reaper"} {:description "Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.\nWhen the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.", :level 2, :name "Channel Divinity: Touch of Death"} {:description "Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.", :level 6, :name "Inescapable Destruction"} {:description "At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.\n", :level 8, :name "Divine Strike"} {:description "Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.", :name "Improved Reaper", :level 17}], :level-selections [{:type :necromancy-cantrip}]}}, :orcpub.dnd.e5/selections {:necromancy-cantrip {:options [{:name "Chill Touch", :description "You know this cantrip."} {:name "Spare the Dying", :description "You know this cantrip."} {:name "Toll the Dead (XGtE)", :description "You know this cantrip."}], :option-pack "Dungeon Master's Guide", :name "Necromancy Cantrip", :key :necromancy-cantrip}}, :orcpub.dnd.e5/races {:aasimar-dmg-variant- {:key :aasimar-dmg-variant-, :speed 30, :name "Aasimar (DMG Variant)", :darkvision 60, :spells [{:value {:ability :orcpub.dnd.e5.character/cha, :key :light}} {:level 3, :value {:level 2, :key :lesser-restoration, :ability :orcpub.dnd.e5.character/cha}} {:value {:level 3, :key :daylight, :ability :orcpub.dnd.e5.character/cha}, :level 5}], :abilities {:orcpub.dnd.e5.character/wis 1, :orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Dungeon Master's Guide", :languages #{"Celestial" "Common"}, :props {:damage-resistance {:necrotic true, :radiant true}}, :traits [{:description "You know the light can trip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Celestial Legacy"}]}}}, "Game Of Thrones " {:orcpub.dnd.e5/subraces {:white-walker- {:race :wight-, :traits [{:name "Frost walker ", :description "Gain 1D4 health every round when you are in a cold climate or using a cold spells, and in a hot climate, you lose 1D4 health every round, gain advantage on all rolls in cold climate"}], :name "White Walker ", :option-pack "Game Of Thrones ", :props {:damage-immunity {:cold true}, :damage-resistance {:necrotic false}, :saving-throw-advantage {:deafened false, :charmed false, :frightened true}}, :spells [{:value {:key :ray-of-frost}}], :key :white-walker-}}}, "5eHB - Blood Magic - (Kol_dar#2111)" {:orcpub.dnd.e5/selections {:blood-rites {:key :blood-rites, :name "Blood Rites", :option-pack "Blood Magic", :options [{:description "When you cast a spell that does not indicate a cost for a component, you can spend 1 blood point to cast the spell without material components.", :name "Blood Focus"} {:description "You can expend 2 blood points to cast a 1st level spell with the ritual tag from a spell list from any class. You must cast the spell as a ritual.", :name "Blood Ritual"} {:description "You can spend blood points to cast a spell that you prepared without expending a spell slot on your turn. The Casting a Spell table shows the cost of casting a spell of a given level. You can cast a spell no higher level than 4th and must meet the minimum level required to cast the spell.\n1st level spell cost 2 Blood Points, at 2nd level.\n2nd level spell cost 3 Blood Points, at 5th level.\n3st level spell cost 5 Blood Points, at 13th level.\n4st level spell cost 6 Blood Points, at 17th level.", :name "Blood Spell"} {:description "You can expend 1 blood point and concentrate (as if concentrating on a spell) to gain proficiency in Constitution saving throws.", :name "Fortitude of Blood"} {:description "When you cast a wizard cantrip, you can spend 1 blood point as a bonus action to gain 1d4 + 4 temporary hit points.", :name "Phantom Vigor"} {:description "When you cast a wizard cantrip, you can expend 1 blood point to add your proficiency bonus to the damage.", :name "Potent Blood"} {:description "You can expend 1 blood point and concentrate (as if concentrating on a spell) to gain resistance to psychic damage. While you invoke this blood rite, psychic damage does not cause you to break concentration. ", :name "Silence the Pain"}]}}, :orcpub.dnd.e5/spells {:blood-quill {:description "You can attempt to learn a wizard spell from a spellcaster within 24 hours of his or her death. You pierce the corpse with the specially prepared quill and as it siphons the blood from the cadaver, select one wizard spell prepared or known to the deceased spellcaster.\nThe spell must be of a level for which you have a spell slot and you must make an Intelligence (Arcana) check to determine whether the quill absorbs it successfully. The DC equals 10 + the spell's level. On a failed check, the spell ends and consumes the quill.\nOnce the quill absorbs the spell, you may take the time to transcribe it into your spellbook using the normal rules for copying a spell. The quill crumbles into dust at the end of the duration or once you copy the absorbed spell into a spellbook, whichever happens first. ", :key :blood-quill, :school "divination", :name "Blood Quill", :duration "1 day", :level 2, :option-pack "Blood Magic", :components {:material true, :material-component "a quill made from the feather of an\nexotic monstrosity worth at least 100 gp", :somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :blood-rage {:description "You choose a willing creature you can see within range and incite the blood within its veins with an unquenchable fury. Until the spell ends, the target deals an extra 1d4 damage to the target whenever it hits with a melee weapon attack.\nUntil the spell ends, each time the target takes damage, increase the extra damage one die step to a maximum of 1d12. You can also increase the extra damage one die step as an action.\nIf the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to incite a new willing creature.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the extra damage by one die step to a maximum of 1d12 for every slot above 3rd.\nBlood Magic. When you cast this spell, you must expend 3 hit dice plus an additional 1 hit dice for every slot above 3rd. At the end of the duration, gain one level of exhaustion (as described in appendix A of the Player's Handbook). This level of exhaustion lasts until you finish a short rest.", :key :blood-rage, :school "enchantment", :name "Blood Rage", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Blood Magic", :components {:material true, :material-component "a pint of the caster's blood", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "90 feet"}, :boiling-blood {:description "You attempt to boil the blood of one creature that you can see within range. If the body of the target has blood, the creature must make a Constitution saving throw. On a failed save, it is poisoned and takes 2d6 fire damage as its blood begins to heat to a boil.\nA creature poisoned by this spell must make another Constitution saving throw at the end of each of its turns. On a failed save, it takes 2d6 fire damage. If it successfully saves against this spell three times, the spell ends. If it fails its save three times, it takes 2d6 damage at the end of each of its turns for the duration. The successes and failure do not need to be consecutive; keep track of both until the target collects three of a kind.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature and the damage increases by 1d6 for each spell slot level above 4th. ", :key :boiling-blood, :school "transmutation", :name "Boiling Blood", :duration "Concentration, up to 1 minute.", :level 4, :option-pack "Blood Magic", :components {:material true, :material-component "one ounce of flammable oil", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :caustic-wound {:description "You infuse your blood with caustic acid. Until the start of your next turn, when you take piercing or slashing damage, a spray of acidic blood bursts from the wound, including from the triggering response. One creature in a 10-foot cone must make a Dexterity saving throw. A creature takes 2d10 acid damage on a failed save, or half as much damage on a successful one.\nThe acid destroys any susceptible objects in the area that are not worn or carried.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", :key :caustic-wound, :school "transmutation", :name "Caustic Wound", :duration "1 round", :level 1, :option-pack "Blood Magic", :components {:somatic true, :verbal true}, :casting-time "1 reaction, which you take in response to being damaged by a creature with either piercing or slashing damage", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :crimson-blade {:description "You inflict a wound upon yourself and sculpt the flowing, crimson blood into a blade in your free hand. The blade is similar in size and shape to a scimitar, and lasts for the duration. If you let go of the blade, it splatters blood in a 5-foot radius and the spell ends. Each other creature in the radius must make a Dexterity saving or suffer 1d6 necrotic damage.\nYou can use you action to make a melee spell attack with the crimson blade. On a hit, the target takes 4d6 necrotic damage and must succeed on a Wisdom saving throw or become frightened until the end of its next turn.\nWhile frightened by this spell, a creature must take the Dash action and move away from you by the safest route available on its turn, unless there is nowhere to move.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or 6th level, the damage increases by 2d6 for every two slots above 2nd.\nBlood Magic. When you cast this spell, you must expend 2 hit dice plus an additional 2 hit dice for every two slots above 2nd. At the end of the duration, gain one level of exhaustion (as described in appendix A of the Player's Handbook). This level of exhaustion lasts until you finish a short rest.", :key :crimson-blade, :school "necromancy", :name "Crimson Blade", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "Blood Magic", :components {:material true, :material-component "a pint of the caster's blood", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :reaping-strike {:description "The blood culled from a grievous wound of another binds your injuries. You deal an extra 1d6 damage and regain hit points equal to the damage.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level, the extra damage is 1d8. When you use a spell slot of 4th level, the extra damage is 1d10. When you cast this spell using a spell slot of 5th level or higher, the extra damage is 1d12.", :key :reaping-strike, :school "necromancy", :name "Reaping Strike", :duration "Instantaneous", :level 2, :option-pack "Blood Magic", :components {:verbal true}, :casting-time "1 reaction, which you take when you hit a living creature with a melee weapon attack and it is a critical hit", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}}, :orcpub.dnd.e5/subclasses {:blood-magic-v-1 {:class :wizard, :key :blood-magic-v-1, :level-modifiers [{:level 2, :type :skill-prof, :value :medicine} {:level 2, :type :skill-prof, :value :medicine}], :name "Blood Magic V.1", :option-pack "Blood Magic", :traits [{:description "You combine the source of your arcane power with the blood flowing through your veins. When you select this arcane tradition at 2nd level, you gain proficiency in Medicine and double your proficiency bonus to any check made with the skill, instead of your normal proficiency bonus.\nFurthermore, when you perform the Arcane Recovery feature, you also regain 1 expended hit die.", :level 2, :name "Blood Savant"} {:description "Starting at 2nd level, you invoke blood magic to gain supernatural powers. You can use a bonus action to call upon the power of blood by either inflicting a minor or severe wound upon yourself.\nMinor Wound. Inflicting a minor wound requires the expenditure of 1 hit die. Instead of regaining hit points,\nyou gain 1 blood point.\nSevere Wound. Inflicting a severe wound requires the expenditure of 2 hit dice. Instead of regaining hit points, you gain 2 blood points.\nWhile you possess one or more blood points, you gain thefollowing features:\nArmor of Vitality. When you do not wear armor, your AC equals 13 + your Constitution modifier.\nLifeblood. You gain advantage on your first death saving throw of the day.\nFurthermore, you can expend blood points to perform the following blood rituals:\nBlood Agony. When you hit a creature with a melee or spell attack, you can expend 1 or more blood points to deal psychic damage to the target, in addition to the damage of the attack. The extra damage is 1d6 for 1 blood point, plus 1d6 for each additional blood point, to a maximum of 5d6.\nAt 14th level, increase the damage die of Blood Agony to a d8.\nBlood Sense. The sound of blood pumping in the veins of the living registers upon your senses like a soothing rhythm upon your being. Expend 1 blood point as an action to focus your awareness upon the immediate area to reveal the presence of living creatures. Until the end of your next turn, you know the location of any beast, giant, or humanoid, within 60 feet that is not behind total cover. You know the type of any being whose presence you sense, but not the identity of the creature.\nFortitude of Blood. Expend 1 blood point as a bonus action to gain a bonus to Constitution saving throws, which lasts for 1 minute, equal to your Intelligence modifier (minimum of +1).\nYou can invoke this ritual twice. Afterward, you cannot perform it again until you finish a short or long rest.\nAfter a long rest, unexpended blood points vanish.", :level 2, :name "Blood Magic"} {:description "At 6th level, you gain resistance to psychic and fire damage. Furthermore, whenever you begin casting a spell of 1st level or higher that deals psychic or fire damage, a wave of pain and anguish erupts from you. This wave causes creatures of your choice within 10 feet to suffer psychic or fire damage (you choose each time you activate this feature) equal to half your wizard level.", :level 6, :name "Burn the Blood"} {:description "At 6th level, you learn to manipulate the flow blood, even if it is not your own, to either stem death or empower your blood magic.\nBlood Siphon. When you reduce a creature to 0 hit points with a melee or spell attack, and the creature dies, you gain 1 blood point.\nMark of Blood. When an attack scores a critical hit against a living creature within 10 feet, you can spend 1 blood point as a reaction. Until the end of your next turn, you gain advantage on attack rolls against the\ncreature.\nWellspring of Life. When you make a death saving throw and roll a 19-20 on the d20, you regain 1d6 hit points instead of normal.\nAt 14th level, you regain 1d6 hits points when you instead roll a 18-20 on a death saving throw.", :level 6, :name "Cull the Blood"} {:description "At 10th level, you can invoke the power of blood in others to bind your wounds. Should you drop to 0 hit points and do not die outright, you can make a DC 10 Constitution saving throw. If you succeed, one willing creature within 30 feet can expend one hit die and you regain a number of hit points equal to the result.\nEach time you use this feature after the first, increase the DC by 5. When you finish a short or long rest, reset the DC to 10.", :level 10, :name "Inheritor of Blood"} {:description "At 10th level, you can transform the blood within your veins into raw arcane power. As a bonus action on your turn, expend one or more blood points to create one spell slot. For each blood point you expend, roll 1d6 and consult the following Creating Spell Slots table for the result. You cannot create a spell slot higher than 5th level.\n1st level spell, 7-9.\n2nd level spell, 10-16. \n3rd level spell, 17-20.\n4th level spell, 21-23.\n5th level spell, 24+.", :level 10, :name "Soul Burn"} {:description "When you achieve 14th level, you learned the final secret of weaving blood and raw arcane power into one source of magic. When you inflict a minor or severe wound through your Blood Magic feature, you gain a greater number blood points. When you inflict a minor wound, instead gain 2 blood points, while a severe wound yields 4 blood points.", :level 14, :name "Blood Soul Magus"}]}, :blood-magic-v-2 {:class :wizard, :key :blood-magic-v-2, :level-modifiers [{:level 2, :type :skill-prof, :value :medicine} {:level 2, :type :skill-prof, :value :medicine}], :level-selections [{:level 2, :num 2, :type :blood-rites}], :name "Blood Magic V.2", :option-pack "Blood Magic", :traits [{:description "You combine the source of your arcane power with the blood flowing through your veins. When you select this arcane tradition at 2nd level, you gain proficiency in Medicine and double your proficiency bonus to any check made with the skill, instead of your normal proficiency bonus.\nFurthermore, when you perform the Arcane Recovery feature, you also regain 1 expended hit die.", :level 2, :name "Blood Savant"} {:description "Starting at 2nd level, you can form a bond between your lifeblood and the magical energies of the Weave. As an action, you call upon the power of blood by inflicting a ritualistic wound upon yourself.\nWhile the wound does not deal damage or break concentration, it is a hemophilic wound and therefore remains open. Once you staunch the flow of blood, you weaken the connection to the Weave.\nWhen you inflict a hemophilic wound, you gain access to a pool of blood points (described below). Once you inflict a hemophilic wound, you cannot inflict another such wound again until you finish a long rest.\nBlood Pool. You have a number of blood points determined by your wizard level. You can have more blood points than shown on the table for your level.\nLevel 2-4, 2 Blood Points.\nLevel 5-8, 3 Blood Points.\nLevel 9-12, 4 Blood Points.\nLevel 13-16, 5 Blood Points.\nLevel 17-20, 6 Blood Points.\nHealing. Any form of healing you receive staunches the flow of blood and can close the hemophilic wound. When you regain one or more hit points, you also lose 1 blood point. When you no longer have any blood points, the hemophilic wound heals.\nBlood Rites. You learn two blood rituals of your choice, detailed below under Blood Rites. When you gain a level in the wizard class, you can choose one of the blood rites you know and replace it with another blood rite that you can learn.", :level 2, :name "Blood Magic"} {:description "At 6th level, when you roll damage for a spell, you can reroll a number of damage dice up to your Constitution modifier (minimum of one). You must use the new result.\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 14th level, you can use it twice before a rest, but only once in the same turn.", :level 6, :name "Empowered Blood"} {:description "Starting at 10th level, you can bestow consciousness upon the blood of a dead creature causing the lifeblood to reinvigorate the corpse. You can cast revivify once using a wizard spell slot. Once you use this feature, you cannot use it again until you finish a long rest.\n", :level 10, :name "Blood Awakening"} {:description "At 14th level, you can manipulate the blood of another creature and cull it free from its confinement, drawing it from the body all at once. The pressure ruptures tissues and organs causing intense pain.\nAs an action, one creature within 30 feet must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save or half as much on successful one. This feature has no effect on constructs, oozes, plants, and undead.\nOnce you use this feature, you cannot use it again until you finish a long rest. ", :level 14, :name "Cull the Blood"}]}, :blood-thrall {:class :fighter, :key :blood-thrall, :level-modifiers [], :name "Blood Thrall", :option-pack "Blood Magic", :traits [{:description " When you select this archetype at 3rd level, you can gain nourishment from the blood of your victims. When you hit a living creature with a melee weapon attack, your attack deals an extra 1d8 points of damage. If the target is Large or smaller, it must also make a Strength saving throw. On a failed save, you gain temporary hit points equal to the roll of your extra damage + your Strength or Dexterity modifier (your choice).\n\nBlood Drinker save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\n\nYou can use this feature twice between rests and only once a turn. Once you expended all uses of this feature, you must finish a short or long rest before you can use it again. At 10th level, the extra damage die becomes a d10. At 18th level, it becomes a d12.\n", :level 3, :name "Blood Drinker"} {:description "At 7th level, you learn to draw upon the blood of your patron that still courses through your veins. You gain one of the following features of your choice.\nAberrant Climber. As a bonus action, you gain a climbing speed equal to your current speed until the end of your turn.\nCelerity. You can take a bonus action on each of your turns in combat to take the Dash action.\nCharming Gaze. You can cast charm person at will as a 1st-level spell. Once you use this feature, you cannot use it again until you finish a rest.\nGaze of the Hunter. As a bonus action, one creature within 5 feet cannot make an opportunity attack until the start of your next turn. Creatures immune to the charmed condition are unaffected by gaze of the hunter.\nDark Sight. You can cast darkvision on yourself at will, without expending material components. Freed Mind. You have advantage on saving throws against being charmed.\nShadow Life. When a target fails its Strength saving throw against your blood drinker feature, you gain 5 additional temporary hit points.", :level 7, :name "Dark Gift"} {:description "At 10th level, when you use the second wind feature while you are in darkness, you can regain hit points equal to 2d6 + your fighter level instead of normal.\nAt 18th level, the points you regain is instead equal to 2d8 + your fighter level.", :level 10, :name "Shadowed Blood"} {:description "At 15th level, creatures have a disadvantage to Strength saving throws against your blood drinker feature.\nFurthermore, whenever you gain temporary hit points, select one dark gift for every 5 points you receive. You benefit from the chosen dark gift until you no longer have temporary hit points.", :level 15, :name "Dark Strength"} {:description "At 18th level, you can use the Dodge action as a bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.", :level 18, :name "Agile Evasion"}]}, :bloodrage {:class :barbarian, :key :bloodrage, :level-modifiers [], :name "Bloodrage", :option-pack "Blood Magic", :traits [{:description "Starting when you choose this path at 3rd level, you can inflict a wound upon yourself as an offering to the spirits for a more grievous strike. While raging, you can expend 2 Hit Dice as a bonus action to choose a creature you can see within 10 feet. Until blood rage ends, you deal an extra 1d6 damage to the target whenever you hit it with a melee weapon attack.\nIf the target drops to 0 hit points, the rage ends, or you attack a creature other than the target, blood rage ends.", :level 3, :name "Blood Rage"} {:description "At 6th level, you have advantage on Wisdom (Survival) checks to track any creature you previously injured, as well as on Intelligence checks to recall information about them.", :level 6, :name "Blood Tracker"} {:description "Starting at 10th level, when a creature ends its movement at least 20 feet from you, you can use your reaction to move up to half your speed toward it. You can also enter a rage as part of the reaction.", :level 10, :name "Eager For Blood"} {:description "Beginning at 14th level, when you hit with a Reckless Attack while raging, each other creature within 5 feet of you takes damage equal to your Rage Damage bonus. The damage type is the same as the melee weapon damage type you used for the attack.", :level 14, :name "Reckless Cleave"}]}, :kings-blood {:class :sorcerer, :key :kings-blood, :level-modifiers [{:type :spell, :value {:ability :cha, :key :guidance}}], :name "King's Blood", :option-pack "Blood Magic", :traits [{:description "Beginning at 1st level, when you choose this origin, you can select guidance when you learn a sorcerer cantrip.", :name "Portent of Blood"} {:description "At 1st level, when you cast a divination spell, you can choose a number of creatures you can see equal to 1 + the spell's level. The chosen creatures gain a +1 bonus to initiative checks. This bonus lasts until you are incapacitated or you take a short or long rest. You cannot use the feature again until you finish a rest.", :name "Prophetic Reflexes"} {:description "Starting at 6th level, when you reduce a hostile creature to 0 hit points with a melee weapon or spell attack, you capture a portion of its fleeting soul and forge 1 life spark. Once per turn, you can expend a life spark to gain a benefit depending on the nature of creature whose essence you captured.\nYou can hold a number of life sparks equal to your Constitution modifier. At the end of a long rest, any unspent life sparks fade into the great beyond.\nSome life spark powers require your target to make a saving throw to resist its effects. Calculate the saving throw DC as follows:\nLife Spark save DC = 8 + your proficiencybonus + your Charisma modifier.\nAberration. You can expend an aberration life spark as a bonus action to gain a +2 bonus to AC until the end of your next turn.\nBeast. You can expend a beast life spark as an action to cast speak with animals without the expenditure of a spell slot.\nCelestial. You can expend a celestial life spark as a bonus action to gain resistance to all damage until the end of your next turn.\nDragon. You can expend a dragon life spark to gain an advantage on your next saving throw. This advantage lasts until the end of your next turn.\nElemental. When you hit a creature with a weapon or spell attack, you can expend an elemental life spark to deal an extra 1d8 points of damage. The extra damage can be either bludgeoning or fire (your choice).\nFey. When you hit a creature with a weapon or spell attack, you can expend a fey life spark as a bonus action to beguile or frighten the target. The target must make a Wisdom saving throw. On a failed save, it is charmed or frightened (your choice) until the end of your next turn.\nFiend. You can expend a fiend life spark as a bonus action to gain resistance to fire damage until the end of your next turn.\nGiant. You can expend a giant life spark to gain advantage to Strength checks until the end of your next turn.\nHumanoid. You can expend a humanoid life spark as an action to cast augury without expending a spell slot or material components.\nMonstrosity. You can expend a monstrosity life spark as a bonus action to gain temporary hit points equal to 1d6 + half your sorcerer level.", :level 6, :name "Life Spark"} {:description "At 14th level, you can retain the fleeting essence contained within a life spark. At the end of a long rest, you can expend one or more hit dice. Instead of gaining hit points, you can prevent 1 life spark from disappearing with each hit die you expend.", :level 14, :name "Vessel of Ghosts"} {:description "At 14th level, the very presence of a life spark revitalizes your strength and well-being. If you possess at least one life spark at the end of a short rest, you or one other creature within 10 feet can regain hit points as if you expended 1 hit die.\nOnce you use this feature, you cannot use it again after a long rest.", :level 14, :name "Wellspring of Life"} {:description "When you achieve 18th level, you can manipulate the fleeting essence contained within a life spark. When you expend a life spark, you can benefit from any one of the listed life spark powers regardless of the creature's nature when you captured it.", :level 18, :name "Shape Life Spark"}]}}}, "Mordenkainen's Tome of Foes" {:orcpub.dnd.e5/feats {:svirfneblin-magic {:ability-increases #{}, :description "Prerequisite: Gnome (deep gnome)\nYou have inherited the innate spell casting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.", :key :svirfneblin-magic, :name "Svirfneblin Magic", :option-pack "Mordenkainen's Tome of Foes", :path-prereqs {:race {:gnome true}}, :prereqs #{}, :props {:attack-spell false, :magic-novice false, :ritual-casting false}}}, :orcpub.dnd.e5/languages {:gith {:key :gith, :name "Gith", :option-pack "Mordenkainen's Tome of Foes"}, :kruthik {:key :kruthik, :name "Kruthik", :option-pack "Mordenkainen's Tome of Foes"}}, :orcpub.dnd.e5/monsters {:dire-troll {:key :dire-troll, :int 9, :speed "40 ft. ", :name "Dire Troll", :alignment "chaotic evil", :cha 5, :hit-points {:die 12, :die-count 15, :modifier 75}, :type :giant, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:perception 5}, :str 22, :saving-throws {:cha 2, :wis 5}, :challenge 13, :con 21, :dex 15, :wis 11, :props {:condition-immunity {:frightened true, :poisoned true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:giant true}}, :traits [{:description "The troll has advantage on Wisdom (Perception) checks that rely on smell or sight. ", :name "Keen Senses"} {:description "The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points. ", :name "Regeneration"} {:description "The troll makes five attacks: one with its bite and four with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage. ", :name "Claws", :type :action} {:description "Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one. ", :name "Whirlwind of Claws (Recharge 5-6)", :type :action}]}, :baphomet- {:legendary-actions {:description "Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Baphomet regains spent legendary actions at the start of his turn. "}, :key :baphomet-, :int 18, :speed "40 ft. ", :name "Baphomet ", :alignment "chaotic evil", :cha 16, :hit-points {:die 12, :die-count 19, :modifier 152}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 22, :skills {:intimidation 17, :perception 14}, :str 30, :saving-throws {:con 15, :dex 9, :wis 14}, :challenge 23, :con 26, :dex 14, :wis 24, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone. ", :name "Charge"} {:description "Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: \nAt will: detect magic \n3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone \n1/day: teleport ", :name "Innate Spellcasting"} {:description "Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell. ", :name "Labyrinthine Recall"} {:description "If Baphomet fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Baphomet has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Baphomet's weapon attacks are magical. ", :name "Magic Weapons"} {:description "At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. ", :name "Reckless"} {:description "Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. ", :name "Heartcleaver", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage. ", :name "Core", :type :action} {:description "Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for l minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours. ", :name "Frightful Presence", :type :action} {:description "Baphomet makes a melee attack with Heartcleaver. ", :name "Heartcleaver Attack", :type :legendary-action} {:description "Baphomet moves up to his speed, then makes a gore attack. ", :name "Charge (Costs 2 Actions)", :type :legendary-action}]}, :molydeus {:legendary-actions {:description "The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The molydeus regains spent legendary actions at the start of its turn. "}, :key :molydeus, :int 21, :speed "40 ft. ", :name "Molydeus", :alignment "chaotic evil", :cha 24, :hit-points {:die 12, :die-count 16, :modifier 112}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:perception 20}, :str 28, :saving-throws {:cha 14, :con 14, :int 14, :str 16}, :challenge 21, :con 25, :dex 22, :wis 24, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :frightened true, :poisoned true, :stunned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: \nAt will: dispel magic, polymorph, telekinesis, teleport \n3/day: lightning bolt \n1/day: imprisonment ", :name "Innate Spellcasting"} {:description "If the molydeus fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/Day)"} {:description "The molydeus has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The molydeus's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit. ", :name "Demonic Weapon", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage. ", :name "Wolf Bite", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (ld6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. ", :name "Snakebite", :type :action} {:description "The molydeus makes one attack, either with its demonic weapon or with its snakebite. ", :name "Attack", :type :legendary-action} {:description "The molydeus moves without provoking opportunity attacks. ", :name "Move", :type :legendary-action} {:description "The molydeus casts one spell from its Innate Spellcasting trait. ", :name "Cast a Spell", :type :legendary-action}]}, :amnizu {:key :amnizu, :int 20, :speed "30 ft., fly 40 ft. ", :name "Amnizu", :damage-immunities "fire, poison", :alignment "lawful evil", :cha 18, :hit-points {:die 8, :die-count 27, :modifier 81}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 21, :skills {:perception 7}, :str 11, :saving-throws {:cha 10, :con 9, :dex 7, :wis 7}, :challenge 18, :con 16, :dex 13, :condition-immunities "charmed, poisoned", :wis 12, :languages "common, infernal, telepathy 1 000 ft", :props {:condition-immunity {:charmed true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :infernal true, :telepathy-1-000-ft- true, :telepathy-120ft- false}}, :traits [{:description "Magical darkness doesn't impede the amnizu's darkvision. ", :name "Devil's Sight"} {:description "The amnizu's innate spellcasting ability is Intelligence (spell save 19, + 11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: \nAt will: charm person, command \n3/day each: dominate person, fireball \n1/day each: dominate monster, feeblemind ", :name "Innate Spellcasting"} {:description "The amnizu has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage. ", :name "Taskmaster Whip", :type :action} {:description "Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage. ", :name "Disruptive Touch", :type :action} {:description "The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu's next turn. ", :name "Poison Mind", :type :action} {:description "The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. ", :name "Forgetfulness (Recharge 6)", :type :action} {:description "When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours. ", :name "Reaction: Instinctive Charm"}]}, :autumn-eladrin {:key :autumn-eladrin, :int 14, :speed "30 ft. ", :name "Autumn Eladrin", :alignment "chaotic neutral", :cha 18, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :fey, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:insight 7, :medicine 7}, :str 12, :challenge 10, :con 16, :dex 16, :wis 17, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true, :elvish true, :sylvan true}}, :traits [{:description "Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success. ", :name "Enchanting Presence"} {:description "As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. ", :name "Fey Step (Recharge 4-6)"} {:description "The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: calm emotions, sleep \n3/day each: cure wounds (as a 5th-level spell), lesser restoration \n1/day each: greater restoration, heal, raise dead ", :name "Innate Spellcasting"} {:description "The eladrin has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 18 (4d8) psychic damage. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) psychic damage. ", :name "Longbow", :type :action} {:description "If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker. ", :name "Reaction: Foster Peace"}]}, :alkilith {:key :alkilith, :int 6, :speed "40 ft. ", :name "Alkilith", :alignment "chaotic evil", :cha 7, :hit-points {:die 8, :die-count 15, :modifier 90}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:stealth 8}, :str 12, :saving-throws {:con 10, :dex 8}, :challenge 11, :con 22, :dex 19, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:acid true, :bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:understands-abyssal-but-cant-speak true}}, :traits [{:description "The alkilith can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus. ", :name "False Appearance"} {:description "Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness. ", :name "Foment Madness"} {:description "The alkilith has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The alkilith makes three tentacle attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage. ", :name "Tentacle", :type :action}]}, :cambion-orcus-variant- {:key :cambion-orcus-variant-, :int 14, :speed "30ft., fly 60ft.", :name "Cambion (Orcus Variant)", :alignment "any evil alignment", :cha 16, :hit-points {:die 8, :die-count 11, :modifier 33}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 6, :intimidation 6, :perception 4, :stealth 7}, :str 18, :saving-throws {:cha 6, :con 6, :int 5, :str 7}, :challenge 5, :con 16, :dex 18, :wis 12, :languages "abyssal, common, infernal", :props {:damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :poison true, :slashing true}, :language {:abyssal true, :common true, :infernal true}}, :traits [{:description "The AC of the cambion includes its Charisma bonus.", :name "Fiendish Blessing"} {:description "The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: \n3/day each: alter self, command, detect magic\n1/day: plane shift (self only)", :name "Innate Spellcasting"} {:description "The cambion makes two melee attacks or uses its Fire Ray twice.", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1 d6) fire damage.", :name "Spear", :type :action} {:description "Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit: 10 (3d6) fire damage.", :name "Fire Ray", :type :action} {:description "At the end of each of the cambion's turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points, provided the cambion isn't incapacitated. In addition, this cambion can use its Innate Spellcasting ability to cast animate dead three times per day. ", :name "Spawn of the Grave"}]}, :skull-lord {:legendary-actions {:description "The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The skull lord regains spent legendary actions at the start of its turn. "}, :key :skull-lord, :int 16, :speed "30 ft. ", :name "Skull Lord", :alignment "lawful evil", :cha 21, :hit-points {:die 8, :die-count 14, :modifier 42}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:athletics 7, :history 8, :perception 12, :stealth 8}, :str 14, :challenge 15, :con 17, :dex 16, :wis 15, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :frightened true, :poisoned true, :stunned true, :unconscious true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "If the skull lord fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there. ", :name "Master of the Grave"} {:description "If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ", :name "Evasion"} {:description "The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells: \nCantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp \n1st level (4 slots): magic missile, expeditious retreat, thunderwave \n2nd level (3 slots): mirror image, scorching ray \n3rd level (3 slots): fear, haste \n4th level (3 slots): dimension door, ice storm \n5th level (2 slots): cloudkill, cone of cold \n6th level (1 slot): eyebite \n7th level (1 slot): finger of death ", :name "Spellcasting"} {:description "The skull lord makes three bone staff attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Ateack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage. ", :name "Bone Staff", :type :action} {:description "The skull lord makes a bone staff attack. ", :name "Bone Staff (Costs 2 Actions)", :type :legendary-action} {:description "The skull lord casts a cantrip. ", :name "Cantrip", :type :legendary-action} {:description "The skull lord moves up to its speed without provoking opportunity attacks. ", :name "Move", :type :legendary-action} {:description "Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time. ", :name "Summon Undead (Costs 3 Actions)", :type :legendary-action}]}, :tortle {:key :tortle, :int 11, :speed "30 ft. ", :name "Tortle", :alignment "lawful good", :cha 12, :hit-points {:die 8, :die-count 4, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:athletics 4, :survival 3}, :str 15, :challenge 0.25, :con 12, :dex 10, :wis 13, :props {:language {:aquan true, :common true}}, :traits [{:description "The tortle can hold its breath for 1 hour. ", :name "Hold Breath"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action} {:description "Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage. ", :name "Light Crossbow", :type :action} {:description "The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge. ", :name "Shell Defense", :type :action}]}, :sword-wraith-warrior {:key :sword-wraith-warrior, :int 6, :speed "30 ft. ", :name "Sword Wraith Warrior", :alignment "lawful evil", :cha 10, :hit-points {:die 8, :die-count 6, :modifier 18}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 18, :challenge 3, :con 17, :dex 12, :wis 9, :props {:condition-immunity {:frightened true, :poisoned true, :unconscious true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "As a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn. ", :name "Martial Fury"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. ", :name "Longbow", :type :action}]}, :venom-troll {:key :venom-troll, :int 7, :speed "30 ft. ", :name "Venom Troll", :alignment "chaotic evil", :cha 7, :hit-points {:die 10, :die-count 9, :modifier 45}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:perception 2}, :str 18, :challenge 7, :con 20, :dex 13, :wis 9, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:giant true}}, :traits [{:description "The troll has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage. ", :name "Poison Splash"} {:description "The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "The troll makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach S ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) poison damage. ", :name "Claws", :type :action} {:description "The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Venom Spray (Recharge 6)", :type :action}]}, :sword-wraith-commander {:key :sword-wraith-commander, :int 11, :speed "30 ft. ", :name "Sword Wraith Commander", :alignment "lawful evil", :cha 14, :hit-points {:die 8, :die-count 15, :modifier 60}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:perception 4}, :str 18, :challenge 8, :con 18, :dex 14, :wis 12, :props {:condition-immunity {:frightened true, :poisoned true, :unconscious true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn. ", :name "Martial Fury"} {:description "The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead. ", :name "Turning Defiance"} {:description "The sword wraith makes two weapon attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ", :name "Longbow", :type :action} {:description "To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count. ", :name "Call to Honor (1/Day)", :type :action}]}, :canoloth {:key :canoloth, :int 5, :speed "50 ft. ", :name "Canoloth", :alignment "neutral evil", :cha 12, :hit-points {:die 8, :die-count 16, :modifier 48}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:investigation 3, :perception 9}, :str 18, :challenge 8, :con 17, :dex 10, :wis 17, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted. ", :name "Dimensional Lock"} {:description "The canoloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The canoloth's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The canoloth can't be surprised while it isn't incapacitated. ", :name "Uncanny Senses"} {:description "The canoloth makes two attacks: one with its tongue or its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. ", :name "Claws", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue. ", :name "Tongue", :type :action}]}, :nabassu {:key :nabassu, :int 14, :speed "40 ft., fly 60 ft. ", :name "Nabassu", :alignment "chaotic evil", :cha 17, :hit-points {:die 8, :die-count 20, :modifier 100}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:perception 7}, :str 22, :saving-throws {:dex 7, :str 11}, :challenge 15, :con 21, :dex 14, :wis 15, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light. ", :name "Demonic Shadows"} {:description "A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell. ", :name "Devour Soul"} {:description "The nabassu has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The nabassu's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack:+ 11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) piercing damage. ", :name "Bite ", :type :action} {:description "The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control. ", :name "Soul-Stealing Gaze", :type :action}]}, :adult-oblex-arcana-proficiency-variant- {:key :adult-oblex-arcana-proficiency-variant-, :int 19, :speed "20 ft. ", :name "Adult Oblex (Arcana Proficiency Variant)", :alignment "lawful evil", :cha 15, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :ooze, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:arcana 7, :deception 5, :perception 4}, :str 8, :saving-throws {:cha 5, :int 7}, :challenge 5, :con 16, :dex 19, :wis 12, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :prone true}, :language {:common-plus-two-more-languages true}}, :traits [{:description "The oblex can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ", :name "Aversion to Fire"} {:description "The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: \n3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell) ", :name "Innate Spellcasting"} {:description "As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. ", :name "Sulfurous Impersonation"} {:description "The oblex makes one pseudopod attack and uses Eat Memories. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus S (2d4) psychic damage. ", :name "Pseudopod", :type :action} {:description "The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies. ", :name "Eat Memories", :type :action}]}, :spring-eladrin {:key :spring-eladrin, :int 18, :speed "30 ft. ", :name "Spring Eladrin", :alignment "chaotic neutral", :cha 18, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :fey, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 8, :persuasion 8}, :str 14, :challenge 10, :con 16, :dex 16, :wis 11, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true, :elvish true, :sylvan true}}, :traits [{:description "As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. ", :name "Fey Step (Recharge 4-6)"} {:description "The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: charm person, Tasha's hideous laughter \n3/day each: confusion, enthrall, suggestion \n1/day each: hallucinatory terrain, Otto's irresistible dance ", :name "Innate Spellcasting"} {:description "Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature be-comes immune to any eladrin's Joyful Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. ", :name "Joyful Presence"} {:description "The eladrin has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 4 (1d8) psychic damage. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage. ", :name "Longbow", :type :action}]}, :drow-favored-consort {:key :drow-favored-consort, :int 18, :speed "30 ft. ", :name "Drow Favored Consort", :alignment "neutral evil", :cha 18, :hit-points {:die 8, :die-count 30, :modifier 90}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:acrobatics 11, :athletics 8, :perception 8, :stealth 11}, :str 15, :saving-throws {:cha 10, :con 9, :dex 11}, :challenge 18, :con 16, :dex 20, :wis 15, :languages "elvish, undercommon", :props {:language {:elvish true, :undercommon true}}, :traits [{:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: \nAt will: dancing lights\n1/day each: darkness, faerie fire, levitate (self only) ", :name "Innate Spellcasting"} {:description "he drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, + 10 to hit with spell attacks). It has the following wizard spells prepared:\nCantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost\n1st level (4 slots): burning hands, mage armor, magic missile, shield \n2nd level (3 slots): gust of wind, invisibility, misty step, shatter \n3rd level (3 slots): counterspell,fireball, haste \n4th level (3 slots): dimension door, Otiluke's resilient sphere \n5th level (2 slots): cone of cold \n6th level (1 slot): chain lightning ", :name "Spellcasting"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action. ", :name "War Magic"} {:description "The drow makes three scimitar attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn. ", :name "Scimitar", :type :action} {:description "Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another shocking creature takes an action to shake it. ", :name "Hand Crossbow", :type :action}]}, :bronze-scout {:key :bronze-scout, :int 3, :speed "30 ft., burrow 30 ft. ", :name "Bronze Scout", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 4}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:perception 6, :stealth 7}, :str 10, :challenge 1, :con 11, :dex 16, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :language {:understands-one-language-of-its-creator-but-cant-speak- true}}, :traits [{:description "The bronze scout doesn't provoke opportunity attacks when it burrows. ", :name "Earth Armor"} {:description "The bronze scout has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage. ", :name "Bite", :type :action} {:description "Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much dam· age on a successful one. ", :name "Lightning Flare (Recharges after a Short or Long Rest)", :type :action}]}, :nightwalker {:key :nightwalker, :int 6, :speed "40 ft., fly 40 ft.", :name "Nightwalker", :alignment "chaotic evil", :cha 8, :hit-points {:die 12, :die-count 22, :modifier 154}, :type :undead, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :str 22, :saving-throws {:con 13}, :challenge 20, :con 24, :dex 19, :wis 9, :props {:condition-immunity {:frightened true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}, :damage-immunity {:necrotic true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true, :thunder true}}, :traits [{:description "Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura. ", :name "Annihilating Aura"} {:description "A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a wish spell. ", :name "Life Eater"} {:description "The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. ", :name "Enervating Focus", :type :action} {:description "The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker's next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours. ", :name "Finger of Doom (Recharge 6)", :type :action}]}, :adult-oblex-religion-proficiency-variant- {:key :adult-oblex-religion-proficiency-variant-, :int 19, :speed "20 ft. ", :name "Adult Oblex (Religion Proficiency Variant)", :alignment "lawful evil", :cha 15, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :ooze, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:deception 5, :perception 4, :religion 7}, :str 8, :saving-throws {:cha 5, :int 7}, :challenge 5, :con 16, :dex 19, :wis 12, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :prone true}, :language {:common-plus-two-more-languages true}}, :traits [{:description "The oblex can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ", :name "Aversion to Fire"} {:description "The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: \n3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell) ", :name "Innate Spellcasting"} {:description "As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. ", :name "Sulfurous Impersonation"} {:description "The oblex makes one pseudopod attack and uses Eat Memories. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus S (2d4) psychic damage. ", :name "Pseudopod", :type :action} {:description "The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies. ", :name "Eat Memories", :type :action}]}, :black-abishai {:key :black-abishai, :int 13, :speed "30 ft., fly 40 ft. ", :name "Black Abishai", :alignment "lawful evil", :cha 11, :hit-points {:die 8, :die-count 9, :modifier 18}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:perception 6, :stealth 6}, :str 14, :saving-throws {:dex 6, :wis 6}, :challenge 7, :con 14, :dex 17, :wis 16, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:draconic true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede the abishai's darkvision. ", :name "Devil's Sight"} {:description "The abishai has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The abishai's weapon attacks are magical. ", :name "Magic Weapons"} {:description "While in dim light or darkness, the abishai can take the Hide action as a bonus action. ", :name "Shadow Stealth"} {:description "The abishai makes three attacks: two with its scimitar and one with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ", :name "Scimitar", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage. ", :name "Bite", :type :action} {:description "The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action. ", :name "Creeping Darkness (Recharge 6)", :type :action}]}, :the-lonely {:key :the-lonely, :int 6, :speed "30 ft. ", :name "The Lonely", :alignment "neutral evil", :cha 6, :hit-points {:die 8, :die-count 15, :modifier 45}, :type :monstrosity, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 16, :challenge 9, :con 17, :dex 12, :wis 11, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage. ", :name "Psychic Leech"} {:description "The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls. ", :name "Thrives on Company"} {:description "The Lonely makes one harpoon arm attack and uses Sorrowful Embrace. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The Lonely has two harpoon arms and can grapple up to two creatures at once. ", :name "Harpoon Arm", :type :action} {:description "Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet straight toward it. ", :name "Sorrowful Embrace", :type :action}]}, :orcus {:legendary-actions {:description "Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn. "}, :key :orcus, :int 20, :speed "40 ft., fly 40 ft. ", :name "Orcus", :damage-immunities "necrotic, poison, slashing, piercing, bludgeoning", :alignment "chaotic evil", :cha 25, :hit-points {:die 12, :die-count 30, :modifier 210}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:arcana 12, :perception 12}, :str 27, :saving-throws {:con 15, :dex 10, :wis 13}, :challenge 26, :con 25, :dex 14, :condition-immunities "charmed, frightened, poisoned", :wis 20, :languages "all, telepathy 120ft", :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :necrotic true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "While Orcus is holding the Wand of Orcus, he has an armor class of 20.", :name "Demon Lord Power"} {:description "The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge),finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn. While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn. ", :name "Wand of Orcus"} {:description "Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components: \nAt will: chill touch (17th level), detect magic \n3/day each: create undead, dispel magic \n1/day: time stop ", :name "Innate Spellcasting"} {:description "If Orcus fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Orcus has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Orcus's weapon attacks are magical. ", :name "Magic Weapons"} {:description "When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night. ", :name "Master of Undeath"} {:description "Orcus makes two Wand of Orcus attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage. ", :name "Wand of Orcus", :type :action} {:description "Melee Weapon Attack:+16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage. ", :name "Tail", :type :action} {:description "Orcus makes one tail attack. ", :name "Tail", :type :legendary-action} {:description "Orcus casts chill touch (17th level). ", :name "A Taste of Undeath", :type :legendary-action} {:description "Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage. ", :name "Creeping Death (Costs 2 Actions)", :type :legendary-action}]}, :narzugon {:key :narzugon, :int 16, :speed "30 ft. ", :name "Narzugon", :alignment "lawful evil", :cha 19, :hit-points {:die 8, :die-count 15, :modifier 45}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:perception 7}, :str 20, :saving-throws {:cha 9, :con 8, :dex 5}, :challenge 13, :con 17, :dex 10, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures. ", :name "Diabolical Sense"} {:description "The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion. ", :name "Infernal Tack"} {:description "The narzugon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. ", :name "Hellfire Lance", :type :action} {:description "Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the narzugon's next turn. ", :name "Infernal Command", :type :action} {:description "Each creature that isn't a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours. ", :name "Terrifying Command", :type :action} {:description "The narzugon, or one creature it touches, regains up to 100 hit points. ", :name "Healing (1/Day)", :type :action}]}, :eidolon {:key :eidolon, :int 14, :speed "0 ft., fly 40 ft. (hover) ", :name "Eidolon", :alignment "any alignment", :cha 16, :hit-points {:die 8, :die-count 18, :modifier -18}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 9, :skills {:perception 8}, :str 7, :saving-throws {:wis 8}, :challenge 12, :con 9, :dex 8, :wis 19, :props {:condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}, :damage-immunity {:cold true, :necrotic true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :fire true, :lightning true, :piercing true, :slashing true, :thunder true, :traps false}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue. ", :name "Incorporeal Movement"} {:description "When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own. ", :name "Sacred Animation (Recharge 5-6)"} {:description "The eidolon has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours. ", :name "Divine Dread", :type :action}]}, :tortle-druid {:key :tortle-druid, :int 11, :speed "30 ft. ", :name "Tortle Druid", :alignment "lawful neutral", :cha 12, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:animal-handling 4, :nature 2, :survival 4}, :str 14, :challenge 2, :con 12, :dex 10, :wis 15, :props {:language {:aquan true, :common true}}, :traits [{:description "The tortle can hold its breath for 1 hour. ", :name "Hold Breath"} {:description "The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: \nCantrips (at will): druidcraft, guidance, produce flame \n1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave \n2nd level (3 slots): darkvision, hold person ", :name "Spellcasting"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action} {:description "The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge. ", :name "Shell Defense", :type :action}]}, :duergar-despot {:key :duergar-despot, :int 15, :speed "25 ft. ", :name "Duergar Despot", :alignment "lawful evil", :cha 13, :hit-points {:die 8, :die-count 14, :modifier 56}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 21, :str 20, :saving-throws {:con 8, :wis 6}, :challenge 12, :con 19, :dex 5, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components: \nAt will: mage hand, minor illusion \n1/day each: counterspell, misty step, stinking cloud ", :name "Innate Spellcasting (Psionics)"} {:description "The duergar has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it. ", :name "Psychic Engine"} {:description "While in sun'light, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage. ", :name "Iron Fist", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) to a prone target. ", :name "Stomping Foot", :type :action} {:description "The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. ", :name "Flame Jet", :type :action}]}, :red-abishai {:key :red-abishai, :int 14, :speed "30 ft., fly 50 ft. ", :name "Red Abishai", :alignment "lawful evil", :cha 19, :hit-points {:die 8, :die-count 30, :modifier 120}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 22, :skills {:intimidation 10, :perception 8}, :str 23, :saving-throws {:con 10, :str 12, :wis 8}, :challenge 19, :con 19, :dex 16, :wis 15, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:draconic true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede the abishai's darkvision. ", :name "Devil's Sight"} {:description "The abishai has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The abishai's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. ", :name "Morningstar", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (5d10 + 6) piercing damage plus 38 (7d10) fire damage. ", :name "Bite", :type :action} {:description "Each creature of the abishai's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours. ", :name "Frightful Presence", :type :action} {:description "The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened. ", :name "Incite Fanaticism", :type :action} {:description "The abishai targets one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target. ", :name "Power of the Dragon Queen", :type :action}]}, :githzerai-enlightened {:key :githzerai-enlightened, :int 17, :speed "30 ft. ", :name "Githzerai Enlightened", :alignment "lawful neutral", :cha 13, :hit-points {:die 8, :die-count 15, :modifier 45}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:arcana 7, :insight 8, :perception 8}, :str 14, :saving-throws {:dex 8, :int 7, :str 6, :wis 8}, :challenge 10, :con 16, :dex 19, :wis 19, :props {:language {:gith true}}, :traits [{:description "The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: mage hand (the hand is invisible) \n3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield \n1/day each: haste, plane shift, teleport ", :name "Innate Spellcasting (Psionics)"} {:description "While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ", :name "Psychic Defense"} {:description "The githzerai makes three unarmed strikes. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage. ", :name "Unarmed Strike", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied. ", :name "Temporal Strike (Recharge 6)", :type :action}]}, :duergar-kavalrachni {:key :duergar-kavalrachni, :int 11, :speed "25 ft. ", :name "Duergar Kavalrachni", :alignment "lawful evil", :cha 9, :hit-points {:die 8, :die-count 4, :modifier 8}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 14, :challenge 2, :con 14, :dex 11, :wis 10, :props {:damage-resistance {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "When the duergar hits a target with a melee attack while mounted on a female steeder, the steed er can make one melee attack against the same target as a reaction. ", :name "Cavalry Training"} {:description "The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ", :name "Duergar Resilience"} {:description "While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The duergar makes two war pick attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (2d4) poison damage. ", :name "War Pick", :type :action} {:description "Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. ", :name "Heavy Crossbow", :type :action} {:description "The duergar magically turns invisible for up to l hour or until it attacks, it casts a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted on a female steeder, the steeder is invisible as well. The invisibility ends early on the steeder immediately after it attacks. ", :name "Shared Invisibility (Recharges after a Short or Long Rest)", :type :action}]}, :adult-oblex-history-proficiency-variant- {:key :adult-oblex-history-proficiency-variant-, :int 19, :speed "20 ft. ", :name "Adult Oblex (History Proficiency Variant)", :alignment "lawful evil", :cha 15, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :ooze, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:deception 5, :history 7, :perception 4}, :str 8, :saving-throws {:cha 5, :int 7}, :challenge 5, :con 16, :dex 19, :wis 12, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :prone true}, :language {:common-plus-two-more-languages true}}, :traits [{:description "The oblex can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ", :name "Aversion to Fire"} {:description "The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: \n3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell) ", :name "Innate Spellcasting"} {:description "As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. ", :name "Sulfurous Impersonation"} {:description "The oblex makes one pseudopod attack and uses Eat Memories. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus S (2d4) psychic damage. ", :name "Pseudopod", :type :action} {:description "The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies. ", :name "Eat Memories", :type :action}]}, :deathlock-mastermind-fiend-patron- {:key :deathlock-mastermind-fiend-patron-, :int 15, :speed "30 ft. ", :name "Deathlock Mastermind (Fiend patron)", :alignment "neutral evil", :cha 17, :hit-points {:die 8, :die-count 20, :modifier 20}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:arcana 5, :history 5, :perception 4}, :str 11, :saving-throws {:cha 6, :int 5}, :challenge 8, :con 12, :dex 16, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self. mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 10th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, mage hand, minor illusion, poison spray \n1st-5th level (2 5th-level slots): blindness/deafness, burning hands, command, fire shield, fireball, flame strike, hellish rebuke, scorching ray, stinking cloud, wall of fire ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). ", :name "Deathly Claw", :type :action} {:description "Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. ", :name "Grave Bolts", :type :action}]}, :zuggtmoy {:legendary-actions {:description "Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn. "}, :key :zuggtmoy, :int 20, :speed "30 ft. ", :name "Zuggtmoy", :alignment "chaotic evil", :cha 24, :hit-points {:die 10, :die-count 32, :modifier 128}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:perception 11}, :str 22, :saving-throws {:con 11, :dex 9, :wis 11}, :challenge 23, :con 18, :dex 15, :wis 19, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components: \nAt will: detect magic, locate animals or plants, ray of sickness \n3/day each: dispel magic, ensnaring strike, entangle, plant growth \n1/day each: etherealness, teleport ", :name "Innate Spellcasting"} {:description "If Zuggtmoy fails a saving throw, she can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Zuggtmoy has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Zuggtmoy's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Zuggtmoy makes three pseudopod attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poison damage. ", :name "Pseudopod", :type :action} {:description "Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \"Myconids\" entry in the Monster Manual). ", :name "Infestation Spores (3/Day)", :type :action} {:description "Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can't be reinfected by these spores. ", :name "Mind Control Spores (Recharge 5-6)", :type :action} {:description "When Zuggtmoy is hit by an attack, one creature within 5 feet of Zuggtmoy that is charmed by her must use its reaction to be hit by the attack instead. ", :name "Reaction: Protective Thrall"} {:description "Zuggtmoy makes one pseudopod attack. ", :name "Attack", :type :legendary-action} {:description "One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.", :name "Exert Will", :type :legendary-action}]}, :bael {:legendary-actions {:description "Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bael regains spent legendary actions at the start of his turn. "}, :key :bael, :int 21, :speed "30 ft. ", :name "Bael", :damage-immunities "fire, poison", :alignment "lawful evil", :cha 24, :hit-points {:die 10, :die-count 18, :modifier 90}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:intimidation 13, :perception 13, :persuasion 13}, :str 24, :saving-throws {:cha 13, :con 11, :dex 9, :int 11}, :challenge 19, :con 20, :dex 17, :condition-immunities "charmed, frightened, poisoned", :wis 24, :languages "all, telepathy 120ft", :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature's next turn. ", :name "Dreadful"} {:description "Bael's innate spellcasting ability is Cha-risma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components: \nAt will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image \n3/day each: counterspell, dispel magic, fly, suggestion, wall of fire \n1/day each: dominate monster, symbol (stunning only) ", :name "Innate Spellcasting"} {:description "If Bael fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Bael has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Bael's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Bael makes two melee attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage. ", :name "Hellish Morningstar", :type :action} {:description "Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn. ", :name "Infernal Command", :type :action} {:description "Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "Bael attacks once with his hellish morningstar. ", :name "Attack (Cost 2 Actions)", :type :legendary-action} {:description "Bael casts charm person or major image. ", :name "Awaken Greed", :type :legendary-action} {:description "Bael uses his Infernal Command action. ", :name "Infernal Command", :type :legendary-action} {:description "Bael uses his Teleport action. ", :name "Teleport", :type :legendary-action}]}, :sibriex {:legendary-actions {:description "The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sibriex regains spent legendary actions at the start of its turn. "}, :key :sibriex, :int 25, :speed "0 ft., fly 20 ft. (hover) ", :name "Sibriex", :damage-immunities "poison", :alignment "chaotic evil", :cha 25, :hit-points {:die 12, :die-count 12, :modifier 72}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:arcana 13, :history 13, :perception 13}, :str 10, :saving-throws {:cha 13, :int 13}, :challenge 18, :con 23, :dex 3, :condition-immunities "poisoned", :wis 24, :languages "all, telepathy 120ft", :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours. ", :name "Contamination"} {:description "The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: \nAt will: charm person, command, dispel magic, hold monster \n3/day: feeblemind ", :name "Innate Spellcasting"} {:description "If the sibriex fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The sibriex has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage. ", :name "Chain", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage. ", :name "Bite", :type :action} {:description "The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage. ", :name "Squirt Bile", :type :action} {:description "The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell. ", :name "Warp Creature", :type :action} {:description "The sibriex casts a spell. ", :name "Cast a Spell", :type :legendary-action} {:description "The sibriex uses Squirt Bile. ", :name "Spray Bile", :type :legendary-action} {:description "The sibriex uses Warp Creature. ", :name "Warp (Costs 2 Actions)", :type :legendary-action}]}, :star-spawn-seer {:key :star-spawn-seer, :int 22, :speed "30 ft. ", :name "Star Spawn Seer", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 18, :modifier 72}, :type :aberration, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 9}, :str 14, :saving-throws {:cha 8, :dex 6, :int 11, :wis 9}, :challenge 13, :con 18, :dex 12, :wis 19, :props {:condition-immunity {:charmed true, :frightened true}, :damage-immunity {:psychic true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :deep-speech true, :undercommon true}}, :traits [{:description "The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object. ", :name "Out-of-Phase Movement"} {:description "The seer makes two comet staff attacks or uses Psychic Orb twice. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach S ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage, or 10 (1d8 + 6) bludgeoning damage if used with two hands, plus 18 (4d8) psychic damage, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn. ", :name "Comet Staff", :type :action} {:description "Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage. ", :name "Psychic Orb", :type :action} {:description "The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage. ", :name "Collapse Distance (Recharge 6)", :type :action} {:description "When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the at-tack instead. ", :name "Reaction: Bend Space"}]}, :deathlock-mastermind-great-old-one-patron- {:key :deathlock-mastermind-great-old-one-patron-, :int 15, :speed "30 ft. ", :name "Deathlock Mastermind (Great Old One patron)", :alignment "neutral evil", :cha 17, :hit-points {:die 8, :die-count 20, :modifier 20}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:arcana 5, :history 5, :perception 4}, :str 11, :saving-throws {:cha 6, :int 5}, :challenge 8, :con 12, :dex 16, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self. mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 10th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, mage hand, minor illusion, poison spray \n1st-5th level (2 5th-level slots): clairvoyance, detect thoughts, dissonant whispers, dominate person, Evard's black tentacles, hunger of Hadar, phantasmal force, sending, Tasha's hideous laughter, telekinesis ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). ", :name "Deathly Claw", :type :action} {:description "Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. ", :name "Grave Bolts", :type :action}]}, :stone-cursed {:key :stone-cursed, :int 5, :speed "10 ft. ", :name "Stone Cursed", :alignment "lawful evil", :cha 7, :hit-points {:die 8, :die-count 3, :modifier 4}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :str 16, :challenge 1, :con 14, :dex 5, :wis 8, :props {:condition-immunity {:charmed true, :frightened true, :petrified true, :poisoned true}, :damage-immunity {:poison true}, :damage-vulnerability {:bludgeoning true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The stone cursed has advantage on the attack rolls of opportunity attacks. ", :name "Cunning Opportunist"} {:description "While the stone cursed remains motionless, it is indistinguishable from a normal statue. ", :name "False Appearance"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours. ", :name "Petrifying Claws", :type :action}]}, :stone-defender {:key :stone-defender, :int 3, :speed "30 ft. ", :name "Stone Defender", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 19, :challenge 4, :con 17, :dex 10, :wis 10, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :language {:understands-one-language-of-its-creator-but-cant-speak- true}}, :traits [{:description "While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface. ", :name "False Appearance"} {:description "The stone defender has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone. ", :name "Slam", :type :action} {:description "In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker. ", :name "Reaction: Intercept Attack"}]}, :githyanki-kithrak {:key :githyanki-kithrak, :int 16, :speed "30 ft. ", :name "Githyanki Kith'rak", :alignment "lawful evil", :cha 17, :hit-points {:die 8, :die-count 24, :modifier 72}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:intimidation 7, :perception 6}, :str 18, :saving-throws {:con 7, :int 7, :wis 6}, :challenge 12, :con 17, :dex 16, :wis 15, :props {:language {:gith true}}, :traits [{:description "The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: mage hand (the hand is invisible) \n3/day each: blur, jump, misty step, nondetection (self only) \n1/day each: plane shift, telekinesis ", :name "Innate Spellcasting (Psionics)"} {:description "As a bonus action, the githyanki can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it. ", :name "Rally the Troops"} {:description "The githyanki makes three greatsword attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage. ", :name "Greatsword", :type :action} {:description "The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. ", :name "Reaction: Parry"}]}, :duergar-mind-master {:key :duergar-mind-master, :int 15, :speed "25 ft. ", :name "Duergar Mind Master", :alignment "lawful evil", :cha 12, :hit-points {:die 8, :die-count 6, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:perception 2, :stealth 5}, :str 11, :saving-throws {:wis 2}, :challenge 2, :con 14, :dex 17, :wis 10, :props {:damage-resistance {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ", :name "Duergar Resilience"} {:description "While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced. ", :name "Mind-Poison Dagger", :type :action} {:description "The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ", :name "Invisibility (Recharge 4-6)", :type :action} {:description "The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect. ", :name "Mind Mastery", :type :action} {:description "For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. ft can also take a bonus action on each of its turns to take the Hide action. ", :name "Reduce (Recharges after a Short or Long Rest)", :type :action}]}, :merregon {:key :merregon, :int 6, :speed "30 ft. ", :name "Merregon", :alignment "lawful evil", :cha 8, :hit-points {:die 8, :die-count 6, :modifier 18}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 18, :challenge 4, :con 17, :dex 14, :wis 12, :props {:condition-immunity {:frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:telepathy-120ft- true, :understands-infernal-but-cant-speak true}}, :traits [{:description "Magical darkness doesn't impede the merregon's darkvision. ", :name "Devil's Sight"} {:description "The merregon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. ", :name "Halberd", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. ", :name "Heavy Crossbow", :type :action} {:description "When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead. ", :name "Reaction: Loyal Bodyguard"}]}, :choker {:key :choker, :int 4, :speed "30 ft. ", :name "Choker", :alignment "chaotic evil", :cha 7, :hit-points {:die 6, :die-count 3, :modifier 3}, :type :aberration, :size :small, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:stealth 6}, :str 16, :challenge 1, :con 13, :dex 14, :wis 12, :props {:language {:deep-speech true}}, :traits [{:description "The choker can take an extra action on its turn. ", :name "Aberrant Quickness (Recharges after a Short or Long Rest)"} {:description "The choker can move through and occupy a space as narrow as 4 inches wide without squeezing. ", :name "Boneless"} {:description "The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "The choker makes two tentacle attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends. ", :name "Tentacle", :type :action}]}, :fraz-urbluu {:legendary-actions {:description "Fraz-Urb'luu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Fraz-Urb'luu regains spent legendary actions at the start of his turn. "}, :key :fraz-urbluu, :int 26, :speed "40 ft., fly 40 ft. ", :name "Fraz-Urb'luu", :alignment "chaotic evil", :cha 26, :hit-points {:die 10, :die-count 27, :modifier 189}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:deception 15, :perception 14, :stealth 8}, :str 29, :saving-throws {:con 14, :dex 8, :int 15, :wis 14}, :challenge 23, :con 25, :dex 12, :wis 24, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Fraz·Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components: \nAt will: alter self (can become Medium when changing his appearance), detect magic, dispel magic, phantasmal force \n3/day each: confusion, dream, mislead, programmed illusion, seeming \n1/day each: mirage arcane, modify memory, project image ", :name "Innate Spellcasting"} {:description "If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Fraz-Urb'luu has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Fraz-Urb'luu's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends. ", :name "Undetectable"} {:description "Fraz-Urb'luu makes three attacks: one with his bite and two with his fists. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage. ", :name "Fist", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time. ", :name "Tail", :type :legendary-action} {:description "Fraz-Urb'luu casts phantasmal killer, no concentration required. ", :name "Phantasmal Killer (Costs 2 Actions)", :type :legendary-action}]}, :cadaver-collector {:key :cadaver-collector, :int 5, :speed "30 ft. ", :name "Cadaver Collector", :alignment "lawful evil", :cha 8, :hit-points {:die 10, :die-count 18, :modifier 90}, :type :construct, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :str 21, :challenge 14, :con 20, :dex 14, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:bludgeoning true, :necrotic true, :piercing true, :poison true, :psychic true, :slashing true}, :language {:understands-all-languages-but-cant-speak- true}}, :traits [{:description "The cadaver collector has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed. ", :name "Summon Specters (Recharges after a Short or Long Rest)"} {:description "The cadaver collector makes two slam attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) neerotic damage. ", :name "Slam", :type :action} {:description "The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. ", :name "Paralyzing Breath (Recharge 5-6)", :type :action}]}, :sibriex-flesh-warping-variant- {:legendary-actions {:description "The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sibriex regains spent legendary actions at the start of its turn. "}, :key :sibriex-flesh-warping-variant-, :int 25, :speed "0 ft., fly 20 ft. (hover) ", :name "Sibriex (Flesh Warping Variant)", :damage-immunities "poison", :alignment "chaotic evil", :cha 25, :hit-points {:die 12, :die-count 12, :modifier 72}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:arcana 13, :history 13, :perception 13}, :str 10, :saving-throws {:cha 13, :int 13}, :challenge 18, :con 23, :dex 3, :condition-immunities "poisoned", :wis 24, :languages "all, telepathy 120ft", :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours. ", :name "Contamination"} {:description "The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: \nAt will: charm person, command, dispel magic, hold monster \n3/day: feeblemind ", :name "Innate Spellcasting"} {:description "If the sibriex fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The sibriex has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage. ", :name "Chain", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage. ", :name "Bite", :type :action} {:description "The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage. ", :name "Squirt Bile", :type :action} {:description "The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell. ", :name "Warp Creature", :type :action} {:description "The sibriex casts a spell. ", :name "Cast a Spell", :type :legendary-action} {:description "The sibriex uses Squirt Bile. ", :name "Spray Bile", :type :legendary-action} {:description "The sibriex uses Warp Creature. ", :name "Warp (Costs 2 Actions)", :type :legendary-action} {:description "01-05 The color of the target's hair, eyes, and skin be-comes blue, red, yellow, or patterned. \n06-10 The target's eyes push out of its head at the end of stalks. \n11-15 The target's hands grow claws, which can be used as daggers. \n16-20 One of the target's legs grows longer than the other, reducing its walking speed by 10 feet. \n21-25 The target's eyes become beacons, filling a 15-foot cone with dim light when they are open. \n26-30 A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet. \n31-35 The target's ears tear free from its head and scurry away; the target is deafened. \n36-40 Two of the target's teeth turn into tusks. \n41-45 The target's skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1). \n46-50 The target's arms and legs switch places, preventing the target from moving unless it crawls. \n51-55 The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet. \n56-60 The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet. \n61-65 The target grows a whiplike tail, which it can use as a whip. \n66-70 The target's eyes turn black, and it gains darkvision out to a range of 120 feet. \n71-75 The target swells, tripling its weight. \n76-80 The target becomes thin and skeletal, halving its weight. \n81-85 The target's head doubles in size. \n86-90 The target's ears become wings, giving it a flying speed of 5 feet. \n91-95 The target's body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. \n96-00 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned. ", :name "Flesh Warping"}]}, :white-abishai {:key :white-abishai, :int 11, :speed "30 ft., fly 40 ft. ", :name "White Abishai", :alignment "lawful evil", :cha 13, :hit-points {:die 8, :die-count 8, :modifier 32}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :str 16, :saving-throws {:con 7, :str 6}, :challenge 6, :con 18, :dex 11, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:cold true, :fire true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:draconic true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede the abishai's darkvision. ", :name "Devil's Sight"} {:description "The abishai has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The abishai's weapon attacks are magical. ", :name "Magic Weapons"} {:description "At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. ", :name "Reckless"} {:description "The abishai makes two attacks: one with its longsword and one with its claw. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: S (1d4 + 3) piercing damage plus 3 (1d6) cold damage. ", :name "Bite", :type :action} {:description "In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks. ", :name "Reaction: Vicious Reprisal"}]}, :dybbuk {:key :dybbuk, :int 16, :speed "0 ft., 40 ft. (hover) ", :name "Dybbuk", :alignment "chaotic evil", :cha 14, :hit-points {:die 8, :die-count 5, :modifier 15}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:deception 6, :intimidation 4, :perception 4}, :str 6, :challenge 4, :con 16, :dex 19, :wis 15, :props {:condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true, :thunder true, :traps true}, :language {:abyssal true, :common true, :telepathy-120ft- true}}, :traits [{:description "The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ", :name "Incorporeal Movement"} {:description "The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: \nAt will: dimension door \n3/day each: fear, phantasmal force ", :name "Innate Spellcasting"} {:description "The dybbuk has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours. ", :name "Violate Corpse"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0. ", :name "Tendril", :type :action} {:description "The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life. While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any. The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse. ", :name "Possess Corpse (Recharge 6)", :type :action}]}, :spirit-troll {:key :spirit-troll, :int 8, :speed "30 ft. ", :name "Spirit Troll", :alignment "chaotic evil", :cha 16, :hit-points {:die 10, :die-count 15, :modifier 15}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 3}, :str 1, :challenge 11, :con 13, :dex 17, :wis 9, :props {:condition-immunity {:grappled true, :paralyzed true, :petrified true, :prone true, :restrained true, :unconscious true}, :damage-immunity {:bludgeoning true, :piercing true, :slashing true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true}, :language {:giant true}}, :traits [{:description "The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ", :name "Incorporeal Movement"} {:description "The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "The troll makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (3d10 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) psychic damage. ", :name "Claws", :type :action}]}, :drow-inquisitor-summoning-variant- {:key :drow-inquisitor-summoning-variant-, :int 16, :speed "30 ft. ", :name "Drow Inquisitor (Summoning Variant)", :alignment "neutral evil", :cha 20, :hit-points {:die 8, :die-count 22, :modifier 44}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:insight 10, :perception 10, :religion 8, :stealth 7}, :str 11, :saving-throws {:cha 10, :con 7, :wis 10}, :challenge 14, :con 14, :dex 15, :wis 21, :props {:condition-immunity {:frightened true}, :language {:elvish true, :undercommon true}}, :traits [{:description "The drow knows when she hears a creature speak a lie in a language she knows. ", :name "Discern Lie"} {:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components: \nAt will: dancing lights, detect magic \n1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion ", :name "Innate Spellcasting"} {:description "The drow has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The drow is a 12th·level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared: \nCantrips (at will): guidance, message, poison spray, resistance, thaumaturgy \n1st level (4 slots): bane, cure wounds, inflict wounds \n2nd level (3 slots): blindness/deafness, silence, spiritual weapon \n3rd level (3 slots): bestow curse, dispel magic, magic circle \n4th level (3 slots): banishment, divination, freedom of movement \n5th level (2 slots): contagion, dispel evil and good, insect plague \n6th level (1 slot): harm, true seeing ", :name "Spellcasting"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The drow makes three death lance attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. ", :name "Death Lance", :type :action} {:description "The drow attempts to magically summon a yochlol, with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. ", :name "Summon Demon (1/Day)", :type :action}]}, :deathlock {:key :deathlock, :int 14, :speed "30 ft.", :name "Deathlock", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 8}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :skills {:arcana 4, :history 4}, :str 11, :saving-throws {:cha 5, :int 4}, :challenge 4, :con 10, :dex 15, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self, mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 5th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, eldritch blast, mage hand \n1st-3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead.", :name "Turn Resistance"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.", :name "Deathly Claw", :type :action}]}, :deathlock-wight {:key :deathlock-wight, :int 12, :speed "30 ft. ", :name "Deathlock Wight", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 5, :modifier 15}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :skills {:arcana 3, :perception 4}, :str 11, :saving-throws {:wis 4}, :challenge 3, :con 16, :dex 14, :wis 14, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components: \nAt will: detect magic, disguise self, mage armor \n1/day each: fear, hold person, misty step ", :name "Innate Spellcasting"} {:description "While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The wight attacks twice with Grave Bolt. ", :name "Multiattack", :type :action} {:description "Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage. ", :name "Grave Bolt", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach S ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. ", :name "Life Drain", :type :action}]}, :drow-shadowblade-summoning-variant- {:key :drow-shadowblade-summoning-variant-, :int 12, :speed "30 ft. ", :name "Drow Shadowblade (Summoning Variant)", :alignment "neutral evil", :cha 13, :hit-points {:die 8, :die-count 20, :modifier 60}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 6, :stealth 9}, :str 14, :saving-throws {:con 7, :dex 9, :wis 6}, :challenge 11, :con 16, :dex 21, :wis 14, :props {:language {:elvish true, :undercommon true}}, :traits [{:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: dancing lights \n1/day each: darkness, faerie fire, levitate (self only) ", :name "Innate Spellcasting"} {:description "While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. ", :name "Shadow Step"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute. ", :name "Shadow Sword", :type :action} {:description "Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. ", :name "Hand Crossbow", :type :action} {:description "The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. ", :name "Summon Shadow Demon (1/Day)", :type :action}]}, :the-wretched {:key :the-wretched, :int 5, :speed "40 ft. ", :name "The Wretched", :alignment "neutral evil", :cha 5, :hit-points {:die 6, :die-count 4, :modifier -4}, :type :monstrosity, :size :small, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :str 7, :challenge 0.25, :con 9, :dex 12, :wis 6, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The Wretched has advantage on an attack roll against a creature if at least one of the Wretched's allies is within 5 feet of the creature and the ally isn't incapacitated. The Wretched otherwise has disadvantage on attack rolls. ", :name "Wretched Pack Tactics"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 (1d10 + 1) necrotic damage. The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched's movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched. ", :name "Bite", :type :action}]}, :moloch {:legendary-actions {:description "Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Moloch regains spent legendary actions at the start of his turn"}, :key :moloch, :int 21, :speed "30 ft. ", :name "Moloch", :alignment "lawful evil", :cha 23, :hit-points {:die 10, :die-count 22, :modifier 132}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 13, :intimidation 13, :perception 11}, :str 26, :saving-throws {:cha 13, :con 13, :dex 11, :wis 11}, :challenge 21, :con 22, :dex 19, :wis 18, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: \nAt will: alter self (can become Medium when changing his appearance). animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire \n1/day each: flame strike, symbol (stunning only) ", :name "Innate Spellcasting"} {:description "If Moloch fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Moloch has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Moloch's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Moloch makes three attacks: one with his bite, one with his claw, and one with his whip. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack:+ 15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch. ", :name "Many-Tailed Whip", :type :action} {:description "Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends. ", :name "Breath of Despair (Recharge 5-6)", :type :action} {:description "Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "Moloch casts stinking cloud. ", :name "Stinking Cloud", :type :legendary-action} {:description "Moloch uses his Teleport action. ", :name "Teleport", :type :legendary-action} {:description "Moloch makes one attack with his whip.", :name "Whip", :type :legendary-action}]}, :amnizu-summoning-variant- {:key :amnizu-summoning-variant-, :int 20, :speed "30 ft., fly 40 ft. ", :name "Amnizu (Summoning Variant)", :damage-immunities "fire, poison", :alignment "lawful evil", :cha 18, :hit-points {:die 8, :die-count 27, :modifier 81}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 21, :skills {:perception 7}, :str 11, :saving-throws {:cha 10, :con 9, :dex 7, :wis 7}, :challenge 18, :con 16, :dex 13, :condition-immunities "charmed, poisoned", :wis 12, :languages "common, infernal, telepathy 1 000 ft", :props {:condition-immunity {:charmed true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :infernal true, :telepathy-1-000-ft- true, :telepathy-120ft- false}}, :traits [{:description "Magical darkness doesn't impede the amnizu's darkvision. ", :name "Devil's Sight"} {:description "The amnizu's innate spellcasting ability is Intelligence (spell save 19, + 11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: \nAt will: charm person, command \n3/day each: dominate person, fireball \n1/day each: dominate monster, feeblemind ", :name "Innate Spellcasting"} {:description "The amnizu has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage. ", :name "Taskmaster Whip", :type :action} {:description "Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage. ", :name "Disruptive Touch", :type :action} {:description "The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu's next turn. ", :name "Poison Mind", :type :action} {:description "The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. ", :name "Forgetfulness (Recharge 6)", :type :action} {:description "When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours. ", :name "Reaction: Instinctive Charm"} {:description "The amnizu summons 2d4 bearded devils or 1d4 barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can't summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action. ", :name "Summon Devil (1/Day)", :type :action}]}, :rutterkin {:key :rutterkin, :int 5, :speed "20 ft. ", :name "Rutterkin", :alignment "chaotic evil", :cha 6, :hit-points {:die 8, :die-count 5, :modifier 15}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :str 14, :challenge 2, :con 17, :dex 15, :wis 12, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:understands-abyssal-but-cant-speak true}}, :traits [{:description "When a creature that isn't a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself on a success. ", :name "Crippling Fear"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell. ", :name "Bite", :type :action}]}, :geryon {:legendary-actions {:description "Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Geryon regains spent legendary actions at the start of his turn. "}, :key :geryon, :int 19, :speed "30 ft., fly 50 ft. ", :name "Geryon", :alignment "lawful evil", :cha 23, :hit-points {:die 12, :die-count 24, :modifier 144}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 13, :intimidation 13, :perception 10}, :str 29, :saving-throws {:cha 13, :con 13, :dex 10, :wis 10}, :challenge 22, :con 22, :dex 17, :wis 16, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:cold true, :fire true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: \nAt will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice \n1/day each: divine word, symbol (pain only) ", :name "Innate Spellcasting"} {:description "If Geryon fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Geryon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Geryon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Geryon makes two attacks: one with his claws and one with his stinger. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one tar-get. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed. ", :name "Stinger", :type :action} {:description "Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn. ", :name "Infernal Glare", :type :legendary-action} {:description "Geryon attacks with his stinger. ", :name "Swift Sting (Costs 2 Actions)", :type :legendary-action} {:description "Geryon uses his Teleport action. ", :name "Teleport", :type :legendary-action}]}, :oinoloth {:key :oinoloth, :int 17, :speed "40 ft. ", :name "Oinoloth", :alignment "neutral evil", :cha 19, :hit-points {:die 10, :die-count 12, :modifier 60}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:deception 8, :intimidation 8, :perception 7}, :str 19, :saving-throws {:con 8, :wis 7}, :challenge 12, :con 18, :dex 17, :wis 16, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned. The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times. ", :name "Bringer of Plagues (Recharge 5-6)"} {:description "The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: darkness, detect magic, dispel magic, invisibility (self only) \n1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice ", :name "Innate Spellcasting"} {:description "The oinoloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The oinoloth's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The oinoloth uses its Transfixing Gaze and makes two claw attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage. ", :name "Claw", :type :action} {:description "The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0. ", :name "Corrupted Healing (Recharge 6)", :type :action} {:description "The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action} {:description "The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth's next turn. While charmed in this way, the target is restrained. If the target's saving throw is successful, the target is immune to the oinoloth's gaze for the next 24 hours. ", :name "Transfixing Gaze", :type :action}]}, :geryon-summoning-variant- {:legendary-actions {:description "Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Geryon regains spent legendary actions at the start of his turn. "}, :key :geryon-summoning-variant-, :int 19, :speed "30 ft., fly 50 ft. ", :name "Geryon (Summoning Variant)", :alignment "lawful evil", :cha 23, :hit-points {:die 12, :die-count 24, :modifier 144}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 13, :intimidation 13, :perception 10}, :str 29, :saving-throws {:cha 13, :con 13, :dex 10, :wis 10}, :challenge 22, :con 22, :dex 17, :wis 16, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:cold true, :fire true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: \nAt will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice \n1/day each: divine word, symbol (pain only) ", :name "Innate Spellcasting"} {:description "If Geryon fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Geryon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Geryon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Geryon makes two attacks: one with his claws and one with his stinger. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one tar-get. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed. ", :name "Stinger", :type :action} {:description "Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn. ", :name "Infernal Glare", :type :legendary-action} {:description "Geryon attacks with his stinger. ", :name "Swift Sting (Costs 2 Actions)", :type :legendary-action} {:description "Geryon uses his Teleport action. ", :name "Teleport", :type :legendary-action} {:description "Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them. ", :name "Sound the Horn (1/Day)", :type :action}]}, :allip {:key :allip, :int 17, :speed "0 ft., fly 40 ft. (hover) ", :name "Allip", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 9}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:perception 5, :stealth 6}, :str 6, :saving-throws {:int 6, :wis 5}, :challenge 5, :con 10, :dex 17, :wis 15, :props {:condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}, :damage-immunity {:cold true, :necrotic true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :fire true, :lightning true, :piercing true, :slashing true, :thunder true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.", :name "Incorporeal Movement"} {:description "Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. ", :name "Maddening Touch", :type :action} {:description "The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic dam-age and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect. ", :name "Whispers of Madness", :type :action} {:description "Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect.", :name "Howling Babble (Recharge 6)", :type :action}]}, :githyanki-gish {:key :githyanki-gish, :int 16, :speed "30 ft. ", :name "Githyanki Gish", :alignment "lawful evil", :cha 16, :hit-points {:die 8, :die-count 19, :modifier 38}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:insight 6, :perception 6, :stealth 6}, :str 17, :saving-throws {:con 6, :int 7, :wis 6}, :challenge 10, :con 14, :dex 15, :wis 15, :props {:language {:gith true}}, :traits [{:description "The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: mage hand (the hand is invisible) \n3/day each: jump, misty step, nondetection (self only) \n1/day each: plane shift, telekinesis ", :name "Innate Spellcasting (Psionics)"} {:description "The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki has the following wizard spells prepared: \nCantrips (at will): blade ward, light, message, true strike \n1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave \n2nd level (3 slots): blur, invisibility, levitate \n3rd level (3 slots): counterspell, fireball, haste \n4th level (2 slots): dimension door ", :name "Spellcasting"} {:description "When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action ", :name "War Magic"} {:description "The githyanki makes two longsword attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage. ", :name "Longsword", :type :action}]}, :phoenix {:legendary-actions {:description "The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The phoenix regains spent legendary actions at the start of its turn. "}, :key :phoenix, :int 2, :speed "20 ft., fly 120 ft. ", :name "Phoenix", :alignment "neutral", :cha 18, :hit-points {:die 20, :die-count 10, :modifier 70}, :type :elemental, :size :gargantuan, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 19, :saving-throws {:cha 9, :wis 10}, :challenge 16, :con 25, :dex 26, :wis 21, :props {:condition-immunity {:grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true, :stunned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried. The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 2d6 days, it hatches a new phoenix. ", :name "Fiery Death and Rebirth"} {:description "The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required). ", :name "Fire Form"} {:description "The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach. ", :name "Flyby"} {:description "The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet. ", :name "Illumination"} {:description "If the phoenix fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The phoenix deals double damage to objects and structures. ", :name "Siege Monster"} {:description "The phoenix makes two attacks: one with its beak and one with its fiery talons. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: + 13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. ", :name "Beak", :type :action} {:description "Melee Weapon Attack: + 13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage. ", :name "Fiery Talons", :type :action} {:description "The phoenix makes one beak attack. ", :name "Peck", :type :legendary-action} {:description "The phoenix moves up to its speed. ", :name "Move", :type :legendary-action} {:description "The phoenix moves up to its speed and attacks with its fiery talons. ", :name "Swoop (Costs 2 Actions)", :type :legendary-action}]}, :adult-oblex-nature-proficiency-variant- {:key :adult-oblex-nature-proficiency-variant-, :int 19, :speed "20 ft. ", :name "Adult Oblex (Nature Proficiency Variant)", :alignment "lawful evil", :cha 15, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :ooze, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:deception 5, :nature 7, :perception 4}, :str 8, :saving-throws {:cha 5, :int 7}, :challenge 5, :con 16, :dex 19, :wis 12, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :prone true}, :language {:common-plus-two-more-languages true}}, :traits [{:description "The oblex can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ", :name "Aversion to Fire"} {:description "The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: \n3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell) ", :name "Innate Spellcasting"} {:description "As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. ", :name "Sulfurous Impersonation"} {:description "The oblex makes one pseudopod attack and uses Eat Memories. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus S (2d4) psychic damage. ", :name "Pseudopod", :type :action} {:description "The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies. ", :name "Eat Memories", :type :action}]}, :meazel {:key :meazel, :int 14, :speed "30 ft. ", :name "Meazel", :alignment "neutral evil", :cha 10, :hit-points {:die 8, :die-count 10, :modifier -10}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:perception 3, :stealth 5}, :str 8, :challenge 1, :con 9, :dex 17, :wis 13, :props {:language {:common true}}, :traits [{:description "While in dim light or darkness, the meazel can take the Hide action as a bonus action. ", :name "Shadow Stealth"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel's size or smaller. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way. ", :name "Garrote", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) necrotic damage. ", :name "Shortsword", :type :action} {:description "The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space. Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them. ", :name "Shadow Teleport (Recharge 5-6)", :type :action}]}, :duergar-stone-guard {:key :duergar-stone-guard, :int 11, :speed "25 ft. ", :name "Duergar Stone Guard", :alignment "lawful evil", :cha 9, :hit-points {:die 8, :die-count 6, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 18, :challenge 2, :con 14, :dex 11, :wis 10, :props {:damage-resistance {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ", :name "Duergar Resilience"} {:description "The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield. ", :name "Phalanx Formation"} {:description "While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. ", :name "King's Knife (Shortsword)", :type :action} {:description "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. ", :name "Javelin", :type :action} {:description "For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ", :name "Enlarge (Recharges after a Short or Long Rest)", :type :action} {:description "The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ", :name "Invisibility (Recharges after a Short or Long Rest)", :type :action}]}, :blue-abishai {:key :blue-abishai, :int 22, :speed "30 ft., fly 50 ft. ", :name "Blue Abishai", :alignment "lawful evil", :cha 18, :hit-points {:die 8, :die-count 26, :modifier 78}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:arcana 12}, :str 15, :saving-throws {:int 12, :wis 12}, :challenge 17, :con 17, :dex 14, :wis 23, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :lightning true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:draconic true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede the abishai's darkvision. ", :name "Devil's Sight"} {:description "The abishai has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The abishai's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The abishai is a 13th·level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared: \nCantrips (at will): friends, mage hand, message, minor illusion, shocking grasp \n1st level (4 slots): chromatic orb, disguise self. expeditious retreat, magic missile, charm person, thunderwave \n2nd level (3 slots): darkness, mirror image, misty step \n3rd level (3 slots): dispel magic, fear, lightning bolt \n4th level (3 slots): dimension door, greater invisibility, ice storm \n5th level (2 slots): cone of cold, wall of force \n6th level (1 slot): chain lightning \n7th level (1 slot): teleport ", :name "Spellcasting"} {:description "The abishai makes two attacks: one with its quarterstaff and one with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage. ", :name "Bite", :type :action}]}, :merrenoloth {:key :merrenoloth, :int 17, :speed "30 ft., swim 40 ft. ", :name "Merrenoloth", :alignment "neutral evil", :cha 11, :hit-points {:die 8, :die-count 9}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:history 5, :nature 5, :perception 4, :survival 4}, :str 8, :saving-throws {:dex 5, :int 5}, :challenge 3, :con 10, :dex 17, :wis 14, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: charm person, darkness, detect magic, dispel magic, gust of wind \n3/day: control water \n1/day: control weather ", :name "Innate Spellcasting"} {:description "The merrenoloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The merrenoloth's weapon attacks are magical. ", :name "Magic Weapons"} {:description "As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport"} {:description "The merrenoloth uses Fear Gaze once and makes one oar attack. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. ", :name "Oar", :type :action} {:description "The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Fear Gaze", :type :action}]}, :drow-inquisitor {:key :drow-inquisitor, :int 16, :speed "30 ft. ", :name "Drow Inquisitor", :alignment "neutral evil", :cha 20, :hit-points {:die 8, :die-count 22, :modifier 44}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:insight 10, :perception 10, :religion 8, :stealth 7}, :str 11, :saving-throws {:cha 10, :con 7, :wis 10}, :challenge 14, :con 14, :dex 15, :wis 21, :props {:condition-immunity {:frightened true}, :language {:elvish true, :undercommon true}}, :traits [{:description "The drow knows when she hears a creature speak a lie in a language she knows. ", :name "Discern Lie"} {:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components: \nAt will: dancing lights, detect magic \n1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion ", :name "Innate Spellcasting"} {:description "The drow has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The drow is a 12th·level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared: \nCantrips (at will): guidance, message, poison spray, resistance, thaumaturgy \n1st level (4 slots): bane, cure wounds, inflict wounds \n2nd level (3 slots): blindness/deafness, silence, spiritual weapon \n3rd level (3 slots): bestow curse, dispel magic, magic circle \n4th level (3 slots): banishment, divination, freedom of movement \n5th level (2 slots): contagion, dispel evil and good, insect plague \n6th level (1 slot): harm, true seeing ", :name "Spellcasting"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The drow makes three death lance attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. ", :name "Death Lance", :type :action}]}, :iron-cobra {:key :iron-cobra, :int 3, :speed "30 ft. ", :name "Iron Cobra", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 7, :modifier 14}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:stealth 7}, :str 12, :challenge 4, :con 14, :dex 16, :wis 10, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :language {:understands-one-language-of-its-creator-but-cant-speak- true}}, :traits [{:description "The iron cobra has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect: \n1. Poison Damage: The target takes 13 (3d8) poison damage. \n2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature. \n3. Paralysis: The target is paralyzed until the end of its next turn. ", :name "Bite", :type :action}]}, :skulk {:key :skulk, :int 10, :speed "30 ft. ", :name "Skulk", :alignment "chaotic neutral", :cha 1, :hit-points {:die 8, :die-count 4}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:stealth 8}, :str 6, :saving-throws {:con 2}, :challenge 0.5, :con 10, :dex 19, :wis 7, :props {:condition-immunity {:blinded true}, :damage-immunity {:radiant true}, :language {:understands-common-but-cant-speak true}}, :traits [{:description "The skulk is invisible. This invisibility can be circumvented by three things: \n• The skulk appears as a drab, smooth-skinned humanoid if its e reflection can be seen in a mirror or on another surface. \n• The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown. \n• Humanoid children, aged 10 and under, can see through this invisibility. ", :name "Fallible Invisibility"} {:description "The skulk leaves no tracks to indicate where it has been or where it's headed. ", :name "Trackless"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage. ", :name "Claws", :type :action}]}, :maurezhi {:key :maurezhi, :int 11, :speed "30 ft. ", :name "Maurezhi", :alignment "chaotic evil", :cha 15, :hit-points {:die 8, :die-count 16, :modifier 16}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:deception 5}, :str 14, :challenge 7, :con 12, :dex 17, :wis 12, :props {:condition-immunity {:charmed true, :frightened false, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :necrotic true, :piercing true, :slashing true}, :language {:abyssal true, :elvish true, :telepathy-120ft- true}}, :traits [{:description "The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body. ", :name "Assume Form"} {:description "The maurezhi has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The maurezhi makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Claws", :type :action} {:description "The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points.", :name "Raise Ghoul (Recharge 5-6)", :type :action}]}, :githzerai-anarch {:legendary-actions {:description "The anarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The anarch regains spent legendary actions at the start of its turn. "}, :key :githzerai-anarch, :int 18, :speed "30 ft., fly 40 ft. (hover) ", :name "Githzerai Anarch", :alignment "lawful neutral", :cha 14, :hit-points {:die 8, :die-count 17, :modifier 68}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:arcana 9, :insight 10, :perception 10}, :str 16, :saving-throws {:dex 10, :int 9, :str 8, :wis 10}, :challenge 16, :con 18, :dex 21, :wis 20, :props {:language {:gith true}}, :traits [{:description "The anarch's innate spellcasting ability is Wisdom (spell save DC 18, + 10 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: mage hand (the hand is invisible) \n3/day each: feather fall, jump, see invisibility, shield, telekinesis \n1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force ", :name "Innate Spellcasting (Psionics)"} {:description "While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ", :name "Psychic Defense"} {:description "The anarch makes three unarmed strikes. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage. ", :name "Unarmed Strike", :type :action} {:description "The anarch makes one unarmed strike. ", :name "Strike", :type :legendary-action} {:description "The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. ", :name "Teleport", :type :legendary-action} {:description "The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area. ", :name "Change Gravity (Costs 3 Actions)", :type :legendary-action}]}, :retriever {:key :retriever, :int 3, :speed "40 ft., climb 40 ft. ", :name "Retriever", :alignment "lawful evil", :cha 4, :hit-points {:die 10, :die-count 20, :modifier 100}, :type :construct, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:perception 5, :stealth 8}, :str 22, :saving-throws {:con 10, :dex 8, :wis 5}, :challenge 14, :con 20, :dex 16, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:bludgeoning true, :necrotic true, :piercing true, :poison true, :psychic true, :slashing true}, :language {:understands-abyssal-elvish-and-undercommon-but-cant-speak- true}}, :traits [{:description "The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master. ", :name "Faultless Tracker"} {:description "The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components.\n3/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell), web ", :name "Innate Spellcasting"} {:description "The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.", :name "Foreleg", :type :action} {:description "The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one. ", :name "Force Beam", :type :action} {:description "The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed. ", :name "Paralyzing Beam (Recharge 5-6)", :type :action}]}, :deathlock-mastermind {:key :deathlock-mastermind, :int 15, :speed "30 ft. ", :name "Deathlock Mastermind", :alignment "neutral evil", :cha 17, :hit-points {:die 8, :die-count 20, :modifier 20}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:arcana 5, :history 5, :perception 4}, :str 11, :saving-throws {:cha 6, :int 5}, :challenge 8, :con 12, :dex 16, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self. mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 10th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, mage hand, minor illusion, poison spray \n1st-5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). ", :name "Deathly Claw", :type :action} {:description "Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. ", :name "Grave Bolts", :type :action}]}, :the-hungry {:key :the-hungry, :int 6, :speed "30 ft. ", :name "The Hungry", :alignment "neutral evil", :cha 6, :hit-points {:die 8, :die-count 30, :modifier 90}, :type :monstrosity, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :str 19, :challenge 11, :con 17, :dex 10, :wis 11, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit. ", :name "Life Hunger"} {:description "The Hungry makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. While grappling a creature, the Hungry can't attack with its claws. ", :name "Claws", :type :action}]}, :rot-troll {:key :rot-troll, :int 5, :speed "30 ft. ", :name "Rot Troll", :alignment "chaotic evil", :cha 4, :hit-points {:die 10, :die-count 12, :modifier 72}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:perception 3}, :str 18, :challenge 9, :con 22, :dex 13, :wis 8, :props {:damage-immunity {:necrotic true}, :language {:giant true}}, :traits [{:description "At the end of each of the troll's turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn. ", :name "Rancid Degeneration"} {:description "The troll makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-get. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage. ", :name "Claws", :type :action}]}, :gloom-weaver {:key :gloom-weaver, :int 15, :speed "30 ft. ", :name "Gloom Weaver", :alignment "neutral", :cha 18, :hit-points {:die 8, :die-count 16, :modifier 32}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :str 11, :saving-throws {:con 6, :dex 8}, :challenge 9, :con 14, :dex 18, :wis 12, :props {:condition-immunity {:charmed true}, :damage-immunity {:necrotic true}, :damage-resistance {:necrotic false}, :language {:common true, :elvish true}}, :traits [{:description "Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver. ", :name "Burden of Time"} {:description "The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep. ", :name "Fey Ancestry"} {:description "The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \nAt will: arcane eye, mage armor, speak with dead \n1/day each: arcane gate, bane, compulsion, confusion, true seeing ", :name "Innate Spellcasting"} {:description "The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch (3d8 damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation \n1st-5th level (3 5th-level slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt ", :name "Spellcasting"} {:description "The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands, plus 26 (4d12) necrotic damage. ", :name "Shadow Spear", :type :action} {:description "When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell. ", :name "Reaction: Misty Escape (Recharges after a Short or Long Rest)"}]}, :deathlock-archfey-patron- {:key :deathlock-archfey-patron-, :int 14, :speed "30 ft.", :name "Deathlock (Archfey patron)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 8}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :skills {:arcana 4, :history 4}, :str 11, :saving-throws {:cha 5, :int 4}, :challenge 4, :con 10, :dex 15, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self, mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 5th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, eldritch blast, mage hand \n1st-3rd level (2 3rd-level slots): blink, faerie fire, hunger of Hadar, hypnotic pattern, phantasmal force, sleep ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead.", :name "Turn Resistance"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.", :name "Deathly Claw", :type :action}]}, :nupperibo {:key :nupperibo, :int 3, :speed "20 ft. ", :name "Nupperibo", :alignment "lawful evil", :cha 1, :hit-points {:die 8, :die-count 2, :modifier 2}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:perception 1}, :str 16, :challenge 0.5, :con 13, :dex 11, :wis 8, :props {:condition-immunity {:blinded true, :charmed true, :frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:understands-infernal-but-cant-speak true}}, :traits [{:description "Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage. ", :name "Cloud of Vermin"} {:description "In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours. ", :name "Hunger-Driven"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ", :name "Bite", :type :action}]}, :winter-eladrin {:key :winter-eladrin, :int 18, :speed "30 ft. ", :name "Winter Eladrin", :alignment "chaotic neutral", :cha 13, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :fey, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :str 11, :challenge 10, :con 16, :dex 10, :wis 17, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true, :elvish true, :sylvan true}}, :traits [{:description "As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. ", :name "Fey Step (Recharge 4-6)"} {:description "The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: fog cloud, gust of wind \n1/day each: cone of cold, ice storm ", :name "Innate Spellcasting"} {:description "The eladrin has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Sorrowful Presence for the next 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. ", :name "Sorrowful Presence"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage. ", :name "Longbow", :type :action} {:description "When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage. ", :name "Reaction: Frigid Rebuke"}]}, :fire-elemental-myrmidon {:key :fire-elemental-myrmidon, :int 10, :speed "40 ft. ", :name "Fire Elemental Myrmidon", :alignment "neutral", :cha 10, :hit-points {:die 8, :die-count 19, :modifier 38}, :type :elemental, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 13, :challenge 7, :con 10, :dex 10, :wis 10, :props {:condition-immunity {:paralyzed true, :petrified true, :poisoned true, :prone true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:ignan true, :one-language-of-its-creators-choice true}}, :traits [{:description "The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius. ", :name "Illumination"} {:description "The myrmidon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage. ", :name "Water Susceptibility"} {:description "The myrmidon makes three scimitar attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ", :name "Scimitar", :type :action} {:description "The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage. ", :name "Fiery Strikes (Recharge 6)", :type :action}]}, :steel-predator {:key :steel-predator, :int 4, :speed "40 ft. ", :name "Steel Predator", :alignment "lawful evil", :cha 6, :hit-points {:die 10, :die-count 18, :modifier 108}, :type :construct, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:perception 7, :stealth 8, :survival 7}, :str 24, :challenge 16, :con 22, :dex 17, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true, :prone false, :stunned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :psychic true, :slashing true}, :damage-resistance {:cold true, :lightning true, :necrotic true, :thunder true}, :language {:understands-modron-and-the-language-of-its-owner-but-cant-speak- true}}, :traits [{:description "The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components: \n3/day each: dimension door (self only), plane shift (self only) ", :name "Innate Spellcasting"} {:description "The steel predator has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The steel predator's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The steel predator makes three attacks: one with its bite and two with its claw. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. ", :name "Claw", :type :action} {:description "The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Stunning Roar (Recharge 5-6)", :type :action}]}, :boneclaw {:key :boneclaw, :int 13, :speed "40 ft. ", :name "Boneclaw", :alignment "chaotic evil", :cha 9, :hit-points {:die 10, :die-count 17, :modifier 34}, :type :undead, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:perception 6, :stealth 7}, :str 19, :saving-throws {:con 6, :dex 7, :wis 6}, :challenge 12, :con 15, :dex 16, :wis 15, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-resistance {:bludgeoning true, :cold true, :necrotic true, :piercing true, :slashing true}, :language {:common-plus-the-main-language-of-its-master- true}}, :traits [{:description "While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within l mile of the boneclaw's master. ", :name "Rejuvenation"} {:description "While in dim light or darkness, the boneclaw can take the Hide action as a bonus action. ", :name "Shadow Stealth"} {:description "The boneclaw makes two claw attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target. ", :name "Piercing Claw", :type :action} {:description "If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage. The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness. ", :name "Shadow Jump", :type :action} {:description "In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target. ", :name "Reaction: Deadly Reach"}]}, :earth-elemental-myrmidon {:key :earth-elemental-myrmidon, :int 8, :speed "30 ft. ", :name "Earth Elemental Myrmidon", :alignment "neutral", :cha 10, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :elemental, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 18, :challenge 7, :con 17, :dex 10, :wis 10, :props {:condition-immunity {:paralyzed true, :petrified true, :poisoned true, :prone true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:one-language-of-its-creators-choice true, :terran true}}, :traits [{:description "The myrmidon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The myrmidon makes two maul attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ", :name "Maul", :type :action} {:description "The myrmidon makes one maul attack. On a hit, the target takes an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. ", :name "Thunderous Strike (Recharge 6)", :type :action}]}, :deathlock-fiend-patron- {:key :deathlock-fiend-patron-, :int 14, :speed "30 ft.", :name "Deathlock (Fiend patron)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 8}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :skills {:arcana 4, :history 4}, :str 11, :saving-throws {:cha 5, :int 4}, :challenge 4, :con 10, :dex 15, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self, mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 5th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, eldritch blast, mage hand \n1st-3rd level (2 3rd-level slots): blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead.", :name "Turn Resistance"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.", :name "Deathly Claw", :type :action}]}, :elder-oblex {:key :elder-oblex, :int 22, :speed "20 ft. ", :name "Elder Oblex", :alignment "lawful evil", :cha 18, :hit-points {:die 12, :die-count 10, :modifier 50}, :type :ooze, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:arcana 10, :deception 8, :history 10, :nature 10, :perception 5, :religion 10}, :str 15, :challenge 10, :con 21, :dex 16, :wis 13, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :prone true}, :language {:common-plus-six-more true}}, :traits [{:description "The oblex can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. ", :name "Aversion to Fire"} {:description "The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components: \nAt will: charm person (as 5th-level spell), detect thoughts, hold person \n3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis ", :name "Innate Spellcasting"} {:description "As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. ", :name "Sulfurous Impersonation"} {:description "The elder oblex makes two pseudopod attacks and uses Eat Memories. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage. ", :name "Pseudopod", :type :action} {:description "The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies. ", :name "Eat Memories", :type :action}]}, :the-lost {:key :the-lost, :int 6, :speed "30 ft. ", :name "The Lost", :alignment "neutral evil", :cha 5, :hit-points {:die 8, :die-count 12, :modifier 24}, :type :monstrosity, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:athletics 6}, :str 17, :challenge 7, :con 15, :dex 12, :wis 7, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "The Lost makes two arm spike attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. ", :name "Arm Spike", :type :action} {:description "Melee Weapon Attack: +6 to it, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time. ", :name "Embrace", :type :action} {:description "If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage. ", :name "Reaction: Tightening Embrace"}]}, :the-angry {:key :the-angry, :int 8, :speed "30 ft. ", :name "The Angry", :alignment "neutral evil", :cha 6, :hit-points {:die 8, :die-count 30, :modifier 120}, :type :monstrosity, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:perception 6}, :str 17, :challenge 13, :con 19, :dex 10, :wis 13, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. ", :name "Two Heads"} {:description "If another creature deals damage to the Angry, the Angry's attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack's target takes an extra 19 (3d12) psychic damage. On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn. ", :name "Rising Anger"} {:description "The Angry makes two hook attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage. ", :name "Hook", :type :action}]}, :cambion-baphomet-variant- {:key :cambion-baphomet-variant-, :int 14, :speed "30ft., fly 60ft.", :name "Cambion (Baphomet Variant)", :alignment "any evil alignment", :cha 16, :hit-points {:die 8, :die-count 11, :modifier 33}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 6, :intimidation 6, :perception 4, :stealth 7}, :str 18, :saving-throws {:cha 6, :con 6, :int 5, :str 7}, :challenge 5, :con 16, :dex 18, :wis 12, :languages "abyssal, common, infernal", :props {:damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :poison true, :slashing true}, :language {:abyssal true, :common true, :infernal true}}, :traits [{:description "The AC of the cambion includes its Charisma bonus.", :name "Fiendish Blessing"} {:description "The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: \n3/day each: alter self, command, detect magic\n1/day: plane shift (self only)", :name "Innate Spellcasting"} {:description "The cambion makes two melee attacks or uses its Fire Ray twice.", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1 d6) fire damage.", :name "Spear", :type :action} {:description "Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit: 10 (3d6) fire damage.", :name "Fire Ray", :type :action} {:description "When the cambion targets only one creature with the attacks of its Multiattack, it can choose one ally it can see within 30 feet. That ally can use its reaction to make one melee attack against a target of its choice. ", :name "Horned One's Call"}]}, :green-abishai {:key :green-abishai, :int 17, :speed "30 ft., fly 40 ft. ", :name "Green Abishai", :alignment "lawful evil", :cha 19, :hit-points {:die 8, :die-count 25, :modifier 75}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:deception 9, :insight 6, :perception 6, :persuasion 9}, :str 12, :saving-throws {:cha 9, :int 8}, :challenge 15, :con 16, :dex 17, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:draconic true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede the abishai's darkvision. ", :name "Devil's Sight"} {:description "The abishai's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: \nAt will: alter self, major image \n3/day each: charm person, detect thoughts, fear \n1/day each: confusion, dominate person, mass suggestion ", :name "Innate Spellcasting"} {:description "The abishai has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The abishai's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Claws", :type :action}]}, :star-spawn-mangler {:key :star-spawn-mangler, :int 11, :speed "40 ft., climb 40 ft. ", :name "Star Spawn Mangler", :alignment "chaotic evil", :cha 7, :hit-points {:die 8, :die-count 13, :modifier 13}, :type :aberration, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:stealth 7}, :str 8, :saving-throws {:con 4, :dex 7}, :challenge 5, :con 12, :dex 18, :wis 12, :props {:condition-immunity {:charmed true, :frightened true, :prone true}, :damage-immunity {:psychic true}, :damage-resistance {:cold true}, :language {:deep-speech true}}, :traits [{:description "On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet. ", :name "Ambush"} {:description "While in dim light or darkness, the mangler can take the Hide action as a bonus action. ", :name "Shadow Stealth"} {:description "The mangler makes two claw attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage. ", :name "Claw", :type :action} {:description "The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks. ", :name "Flurry of Claws (Recharge 4-6)", :type :action}]}, :zaratan {:legendary-actions {:description "The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn. "}, :key :zaratan, :int 2, :speed "40 ft., swim 40 ft. ", :name "Zaratan", :alignment "neutral", :cha 18, :hit-points {:die 20, :die-count 15, :modifier 150}, :type :elemental, :size :gargantuan, :option-pack "Mordenkainen's Tome of Foes", :armor-class 21, :str 30, :saving-throws {:cha 11, :wis 12}, :challenge 22, :con 30, :dex 10, :wis 21, :props {:condition-immunity {:paralyzed true, :petrified true, :poisoned true, :stunned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :damage-vulnerability {:thunder true}}, :traits [{:description "As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped. ", :name "Earth-Shaking Movement"} {:description "If the zaratan fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The zaratan's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The elemental deals double damage to objects and structures (included in Earth-Shaking Movement). ", :name "Siege Monster"} {:description "The zaratan makes two attacks: one with its bite and one with its stomp. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 20 ft., one tar-get. Hit: 26 (3d10 + 10) bludgeoning damage. ", :name "Stomp", :type :action} {:description "Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage. ", :name "Spit Rock", :type :action} {:description "The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone. ", :name "Spew Debris (Recharge 5-6)", :type :action} {:description "The zaratan makes one stomp attack. ", :name "Stomp", :type :legendary-action} {:description "The zaratan moves up to its speed. ", :name "Move", :type :legendary-action} {:description "The zaratan uses Spit Rock. ", :name "Spit (Costs 2 Actions)", :type :legendary-action} {:description "The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action. ", :name "Retract (Costs 2 Actions)", :type :legendary-action} {:description "The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action. ", :name "Revitalize (Costs 2 Actions)", :type :legendary-action} {:description "The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell. ", :name "Emerge (Costs 2 Actions)", :type :legendary-action}]}, :derro-savant {:key :derro-savant, :int 11, :speed "30 ft. ", :name "Derro Savant", :alignment "chaotic evil", :cha 14, :hit-points {:die 6, :die-count 8, :modifier 8}, :type :humanoid, :size :small, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:stealth 4}, :str 9, :challenge 3, :con 12, :dex 14, :wis 5, :props {:language {:dwarvish true, :undercommon true}}, :traits [{:description "The derro savant has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells: \nCantrips (at will): acid splash, mage hand, message, prestidigitation, ray of frost \n1st level (4 slots): burning hands, chromatic orb, sleep \n2nd level (3 slots): invisibility, spider climb \n3rd level (2 slots): lightning bolt ", :name "Spellcasting"} {:description "While in sunlight, the derro savant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 -1) bludgeoning damage. ", :name "Quarterstaff", :type :action}]}, :astral-dreadnought {:legendary-actions {:description "The astral dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The dreadnought regains spent legendary actions at the start of its turn. "}, :key :astral-dreadnought, :int 5, :speed "15 ft., fly 80 ft. (hover) ", :name "Astral Dreadnought", :alignment "unaligned", :cha 18, :hit-points {:die 20, :die-count 17, :modifier 119}, :type :monstrosity, :size :gargantuan, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:perception 9}, :str 28, :saving-throws {:dex 5, :wis 9}, :challenge 21, :con 25, :dex 7, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :prone true, :stunned true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The astral dreadnought's opened eye creates an area of anti magic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded. ", :name "Antimagic Cone"} {:description "The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane.", :name "Astral Entity"} {:description "Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible. ", :name "Demiplanar Donjon"} {:description "If the astral dreadnought fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/Day)"} {:description "An astral dreadnought's weapon attacks are magical. ", :name "Magic Weapons"} {:description "If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage. ", :name "Sever Silver Cord"} {:description "The astral dreadnought makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. ", :name "Bite", :type :action} {:description "Melee Weapon Attack:+ 16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) slashing damage.", :name "Claw", :type :action} {:description "The astral dreadnought makes one claw attack. ", :name "Claw", :type :legendary-action} {:description "One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. ", :name "Donjon Visit (Costs 2 Actions)", :type :legendary-action} {:description "Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one. ", :name "Psychic Projection (Costs 3 Actions)", :type :legendary-action}]}, :drow-shadowblade {:key :drow-shadowblade, :int 12, :speed "30 ft. ", :name "Drow Shadowblade", :alignment "neutral evil", :cha 13, :hit-points {:die 8, :die-count 20, :modifier 60}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 6, :stealth 9}, :str 14, :saving-throws {:con 7, :dex 9, :wis 6}, :challenge 11, :con 16, :dex 21, :wis 14, :props {:language {:elvish true, :undercommon true}}, :traits [{:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: dancing lights \n1/day each: darkness, faerie fire, levitate (self only) ", :name "Innate Spellcasting"} {:description "While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. ", :name "Shadow Step"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute. ", :name "Shadow Sword", :type :action} {:description "Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. ", :name "Hand Crossbow", :type :action}]}, :leviathan {:legendary-actions {:description "The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn. "}, :key :leviathan, :int 2, :speed "40 ft., swim 120 ft. ", :name "Leviathan", :alignment "neutral", :cha 17, :hit-points {:die 20, :die-count 16, :modifier 160}, :type :elemental, :size :gargantuan, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :str 30, :saving-throws {:cha 9, :wis 10}, :challenge 20, :con 30, :dex 24, :wis 18, :props {:condition-immunity {:grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true, :stunned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "If the leviathan fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage. ", :name "Partial Freeze"} {:description "The leviathan deals double damage to objects and structures (included in Tidal Wave). ", :name "Siege Monster"} {:description "The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ", :name "Water Form"} {:description "The leviathan makes two attacks: one with its slam and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) acid damage. ", :name "Slam", :type :action} {:description "Melee Weapon Attack: + 16 to hit, reach 20 ft., one tar-get. Hit: 16 (1d12 + 10) bludgeoning damage plus 6 (1d12) acid damage. ", :name "Tail", :type :action} {:description "While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn. ", :name "Tidal Wave (Recharge 6)", :type :action} {:description "The leviathan makes one slam attack. ", :name "Slam (Costs 2 Actions)", :type :legendary-action} {:description "The leviathan moves up to its speed. ", :name "Move", :type :legendary-action}]}, :yagnoloth {:key :yagnoloth, :int 16, :speed "40 ft. ", :name "Yagnoloth", :alignment "neutral evil", :cha 18, :hit-points {:die 10, :die-count 14, :modifier 70}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:deception 8, :insight 6, :perception 6, :persuasion 8}, :str 19, :saving-throws {:cha 8, :dex 6, :int 7, :wis 6}, :challenge 11, :con 21, :dex 14, :wis 15, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: darkness, detect magic, dispel magic, invisibility (self only), suggestion \n3/day: lightning bolt ", :name "Innate Spellcasting"} {:description "The yagnoloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The yagnoloth's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage. ", :name "Electrified Touch", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth's next turn. ", :name "Massive Arm", :type :action} {:description "The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0. ", :name "Life Leech", :type :action} {:description "Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each. ", :name "Battlefield Cunning (Recharge 4-6)", :type :action} {:description "The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action}]}, :sacred-statue {:key :sacred-statue, :int 14, :speed "25 ft. ", :name "Sacred Statue", :alignment "any alignment", :cha 16, :hit-points {:die 10, :die-count 10, :modifier 40}, :type :construct, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :str 19, :saving-throws {:wis 8}, :challenge 12, :con 19, :dex 8, :wis 19, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:cold true, :necrotic true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "While the statue remains motionless, it is indistinguishable from a normal statue.", :name "False Appearance"} {:description "The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue. ", :name "Ghostly Inhabitant"} {:description "When not inhabited by an eidolon, the statue is an object. ", :name "Inert"} {:description "The statue makes two slam attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage. ", :name "Slam", :type :action} {:description "Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage. ", :name "Rock", :type :action}]}, :water-elemental-myrmidon {:key :water-elemental-myrmidon, :int 8, :speed "40 ft., swim 40 ft. ", :name "Water Elemental Myrmidon", :alignment "neutral", :cha 10, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :elemental, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 18, :challenge 7, :con 15, :dex 14, :wis 10, :props {:condition-immunity {:paralyzed true, :petrified true, :poisoned true, :prone true}, :damage-immunity {:poison true}, :damage-resistance {:acid true, :bludgeoning true, :piercing true, :slashing true}, :language {:aquan true, :one-language-of-its-creators-choice true}}, :traits [{:description "The myrmidon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The myrmidon makes three trident attacks. ", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. ", :name "Trident", :type :action} {:description "The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn. ", :name "Freezing Strikes (Recharge 6)", :type :action}]}, :oaken-bolter {:key :oaken-bolter, :int 3, :speed "30 ft. ", :name "Oaken Bolter", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 9, :modifier 18}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 12, :challenge 5, :con 15, :dex 18, :wis 10, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :language {:understands-one-language-of-its-creator-but-cant-speak- true}}, :traits [{:description "The oaken bolter has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack. ", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage. ", :name "Lancing Bolt", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time. ", :name "Harpoon", :type :action} {:description "The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. ", :name "Explosive Bolt (Recharge 5-6)", :type :action}]}, :hutijin {:legendary-actions {:description "Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hutijin regains spent legendary actions at the start of his turn. "}, :key :hutijin, :int 23, :speed "30 ft., fly 60 ft. ", :name "Hutijin", :alignment "lawful evil", :cha 25, :hit-points {:die 10, :die-count 16, :modifier 112}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:intimidation 14, :perception 11}, :str 27, :saving-throws {:con 14, :dex 9, :wis 11}, :challenge 21, :con 25, :dex 15, :wis 19, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage. ", :name "Infernal Despair"} {:description "Hutijin's innate spellcasting ability is Charisma {spell save DC 22). He can innately cast the following spells, requiring no material components: \nAt will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire \n3/day: dispel magic \n1/day each: heal, symbol (hopelessness only) ", :name "Innate Spellcasting"} {:description "If Hutijin fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Hutijin has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Hutijin's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: + 15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack:+ 15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. ", :name "Mace", :type :action} {:description "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. ", :name "Tail", :type :action} {:description "Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours. ", :name "Reaction: Fearful Voice (Recharge 5-6)"} {:description "Hutijin attacks once with his mace. ", :name "Attack", :type :legendary-action} {:description "Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. ", :name "Lightning Storm (Costs 2 Actions)", :type :legendary-action} {:description "Hutijin uses his Teleport action.", :name "Teleport", :type :legendary-action}]}, :bulezau {:key :bulezau, :int 8, :speed "40 ft. ", :name "Bulezau", :alignment "chaotic evil", :cha 6, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :str 15, :challenge 3, :con 17, :dex 14, :wis 9, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true, :stunned false}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:abyssal true, :telepathy-60-ft- true}}, :traits [{:description "When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it. ", :name "Rotting Presence"} {:description "The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. ", :name "Standing Leap"} {:description "The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ", :name "Sure-Footed"} {:description "Melee Weapon Attack: +4 to hit, reach S ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0. ", :name "Barbed Tail", :type :action}]}, :balhannoth {:legendary-actions {:description "The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The balhannoth regains spent legendary actions at the start of its turn. "}, :key :balhannoth, :int 6, :speed "25 ft., climb 25 ft. ", :name "Balhannoth", :alignment "chaotic evil", :cha 8, :hit-points {:die 10, :die-count 12, :modifier 48}, :type :aberration, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 6}, :str 17, :saving-throws {:con 8}, :challenge 11, :con 18, :dex 8, :wis 15, :props {:condition-immunity {:blinded true}, :language {:telepathy-1-mile- true, :understands-deep-speech-but-cant-speak true}}, :traits [{:description "If the balhannoth fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (2/Day)"} {:description "The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles. ", :name "Tentacle", :type :action} {:description "The balhannoth makes one bite attack against one creature it has grappled. ", :name "Bite Attack", :type :legendary-action} {:description "The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :legendary-action} {:description "The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll. ", :name "Vanish", :type :legendary-action}]}, :ogre-battering-ram {:key :ogre-battering-ram, :int 5, :speed "40 ft. ", :name "Ogre Battering Ram", :alignment "chaotic evil", :cha 7, :hit-points {:die 10, :die-count 7, :modifier 21}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :str 19, :challenge 4, :con 16, :dex 8, :wis 7, :props {:language {:common true, :giant true}}, :traits [{:description "The ogre deals double damage to objects and structures. ", :name "Siege Monster"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller. ", :name "Bash", :type :action} {:description "Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn. ", :name "Block the Path", :type :action}]}, :shadow-dancer {:key :shadow-dancer, :int 11, :speed "30 ft. ", :name "Shadow Dancer", :alignment "neutral", :cha 12, :hit-points {:die 8, :die-count 13, :modifier 13}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:stealth 6}, :str 12, :saving-throws {:cha 4, :dex 6}, :challenge 7, :con 13, :dex 16, :wis 12, :props {:condition-immunity {:charmed true}, :damage-resistance {:necrotic true}, :language {:common true, :elvish true}}, :traits [{:description "The shadow dancer has advantage on saving throws against being charmed, and magic can't put it to sleep. ", :name "Fey Ancestry"} {:description "As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes. ", :name "Shadow Jump"} {:description "The shadow dancer makes three spiked chain attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer's choice: \n• The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can't grapple another target. \n• The target is knocked prone. \n• The target takes 22 (4d10) necrotic damage. ", :name "Spiked Chain", :type :action}]}, :githyanki-supreme-commander {:legendary-actions {:description "The githyanki can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The githyanki regains spent legendary actions at the start of its turn. "}, :key :githyanki-supreme-commander, :int 16, :speed "30 ft. ", :name "Githyanki Supreme Commander", :alignment "lawful evil", :cha 18, :hit-points {:die 8, :die-count 22, :modifier 88}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:insight 8, :intimidation 9, :perception 8}, :str 19, :saving-throws {:con 9, :int 8, :wis 8}, :challenge 14, :con 18, :dex 17, :wis 16, :props {:language {:gith true}}, :traits [{:description "The githyanki's innate spellcast· ing ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: mage hand (the hand is invisible) \n3/day each: jump, levitate (self only), misty step, non detection (self only) \n1/day each: Bigby's hand, mass suggestion, plane shift, telekinesis ", :name "Innate Spellcasting (Psionics)"} {:description "The githyanki makes two greatsword attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage. ", :name "Silver Greatsword", :type :action} {:description "The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. ", :name "Reaction: Parry"} {:description "The githyanki makes a greatsword attack. ", :name "Attack (2 Actions)", :type :legendary-action} {:description "The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll. ", :name "Command Ally", :type :legendary-action} {:description "The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space. ", :name "Teleport", :type :legendary-action}]}, :yeenoghu {:legendary-actions {:description "Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of his turn. "}, :key :yeenoghu, :int 15, :speed "50 ft. ", :name "Yeenoghu", :damage-immunities "poison, bludgeoning, piercing, slashing", :alignment "chaotic evil", :cha 15, :hit-points {:die 12, :die-count 23, :modifier 184}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:intimidation 9, :perception 14}, :str 29, :saving-throws {:con 15, :dex 10, :wis 14}, :challenge 24, :con 23, :dex 16, :condition-immunities "charmed, frightened, poisoned", :wis 24, :languages "all, telepathy 120ft", :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: \nAt will: detect magic \n3/day each: dispel magic, fear, invisibility \n1/day: teleport ", :name "Innate Spellcasting"} {:description "If Yeenoghu fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Yeenoghu has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Yeenoghu's weapon attacks are magical. ", :name "Magic Weapons"} {:description "When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack. ", :name "Rampage"} {:description "Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack): \n1. The attack deals an extra 13 (2d12) bludgeoning damage. \n2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn. \n3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage. ", :name "Flail", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) piercing damage. ", :name "Bite", :type :action} {:description "Yeenoghu moves up to his speed. ", :name "Charge", :type :legendary-action} {:description "Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone. ", :name "Swat Away", :type :legendary-action} {:description "Yeenoghu makes a bite attack against each creature within 10 feet of him. ", :name "Savage (Costs 2 Actions)", :type :legendary-action}]}, :abyssal-wretch {:key :abyssal-wretch, :int 5, :speed "20 ft. ", :name "Abyssal Wretch", :alignment "chaotic evil", :cha 5, :hit-points {:die 8, :die-count 4}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 11, :str 9, :challenge 0.25, :con 11, :dex 12, :wis 8, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:understands-abyssal-but-cant-speak true}}, :traits [{:description "Melee Weapon Attack: +3 to hit, reach S ft., one target. Hit: S (1d8 + 1) slashing damage. ", :name "Bite", :type :action}]}, :ogre-chain-brute {:key :ogre-chain-brute, :int 5, :speed "40 ft.", :name "Ogre Chain Brute", :alignment "chaotic evil", :cha 7, :hit-points {:die 10, :die-count 7, :modifier 21}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 11, :str 19, :challenge 3, :con 16, :dex 8, :wis 7, :props {:language {:common true, :giant true}}, :traits [{:description "Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. ", :name "Fist", :type :action} {:description "The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. ", :name "Chain Sweep", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. ", :name "Chain Smash (Recharge 6)", :type :action}]}, :dhergoloth {:key :dhergoloth, :int 7, :speed "30 ft. ", :name "Dhergoloth", :alignment "neutral evil", :cha 9, :hit-points {:die 8, :die-count 14, :modifier 56}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :str 17, :saving-throws {:str 6}, :challenge 7, :con 19, :dex 10, :wis 10, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components: \nAt will: darkness, fear \n3/day: sleep ", :name "Innate Spellcasting"} {:description "The dhergoloth has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The dhergoloth's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The dhergoloth makes two claw attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. ", :name "Claw", :type :action} {:description "The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage. ", :name "Flailing Claws (Recharge 5-6)", :type :action} {:description "The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action}]}, :derro {:key :derro, :int 11, :speed "30 ft. ", :name "Derro", :alignment "chaotic evil", :cha 9, :hit-points {:die 6, :die-count 3, :modifier 3}, :type :humanoid, :size :small, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:stealth 4}, :str 10, :challenge 0.25, :con 12, :dex 14, :wis 5, :props {:language {:dwarvish true, :undercommon true}}, :traits [{:description "The derro has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone. ", :name "Hooked Spear", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ", :name "Light Crossbow", :type :action}]}, :frost-salamander {:key :frost-salamander, :int 7, :speed "60 ft., burrow 40 ft., climb 40 ft. ", :name "Frost Salamander", :alignment "unaligned", :cha 7, :hit-points {:die 12, :die-count 16, :modifier 64}, :type :elemental, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 4}, :str 20, :saving-throws {:con 8, :wis 4}, :challenge 9, :con 18, :dex 12, :wis 11, :props {:damage-immunity {:cold true}, :damage-vulnerability {:fire true}, :language {:primordial true}}, :traits [{:description "When the salamander takes fire damage, its Freezing Breath automatically recharges. ", :name "Burning Fury"} {:description "The salamander makes five attacks: four with its claws and one with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 5 (1d10) cold damage. ", :name "Bite", :type :action} {:description "The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. ", :name "Freezing Breath (Recharge 6)", :type :action}]}, :female-steeder {:key :female-steeder, :int 2, :speed "30 ft., climb 30 ft. ", :name "Female Steeder", :alignment "unaligned", :cha 3, :hit-points {:die 10, :die-count 4, :modifier 8}, :type :monstrosity, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:perception 4, :stealth 7}, :str 15, :challenge 1, :con 14, :dex 16, :wis 10, :traits [{:description "The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet. ", :name "Extraordinary Leap"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time. ", :name "Sticky Leg", :type :action}]}, :star-spawn-larva-mage {:legendary-actions {:description "The larva mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The larva mage regains spent legendary actions at the start of its turn. "}, :key :star-spawn-larva-mage, :int 18, :speed "30 ft. ", :name "Star Spawn Larva Mage", :alignment "chaotic evil", :cha 16, :hit-points {:die 8, :die-count 16, :modifier 96}, :type :aberration, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:perception 6}, :str 17, :saving-throws {:cha 8, :dex 6, :wis 6}, :challenge 16, :con 23, :dex 12, :wis 12, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true, :restrained true}, :damage-immunity {:psychic true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:deep-speech true}}, :traits [{:description "The larva mage's innate spellcasting ability is Charisma (spell save DC 161 +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \nAt will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion \n3/day: dominate monster \n1/day: circle of death ", :name "Innate Spetlcasting"} {:description "When the larva mage is reduced to 0 hit points, it breaks apart into a Swarm of Insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later. ", :name "Return to Worms"} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn. ", :name "Slam", :type :action} {:description "Each creature other than a star spawn within 10 feet of the larva mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Plague of Worms (Recharge 6)", :type :action} {:description "When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points. ", :name "Reaction: Feed on Weakness"} {:description "The larva mage casts one cantrip. ", :name "Cantrip (Costs 2 Actions)", :type :legendary-action} {:description "The larva mage makes one slam attack. ", :name "Slam (Costs 2 Actions)", :type :legendary-action} {:description "Each creature restrained by the larva mage's Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points. ", :name "Feed (Costs 3 Actions)", :type :legendary-action}]}, :young-kruthik {:key :young-kruthik, :int 4, :speed "30 ft., burrow 10 ft., climb 30 ft. ", :name "Young Kruthik", :alignment "unaligned", :cha 6, :hit-points {:die 6, :die-count 2, :modifier 2}, :type :monstrosity, :size :small, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 13, :challenge 0.125, :con 13, :dex 16, :wis 10, :props {:language {:kruthik true}}, :traits [{:description "The kruthik has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2 1/2-foot-diameter tunnel in its wake. ", :name "Tunneler"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ", :name "Stab", :type :action}]}, :demogorgon {:legendary-actions {:description "Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Demogorgon regains spent legendary actions at the start of his turn. "}, :key :demogorgon, :int 20, :speed "50 ft., swim 50 ft. ", :name "Demogorgon", :damage-immunities "poison, bludgeoning, slashing, piercing", :alignment "chaotic evil", :cha 25, :hit-points {:die 12, :die-count 28, :modifier 224}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 22, :skills {:insight 11, :perception 19}, :str 29, :saving-throws {:cha 15, :con 16, :dex 10, :wis 11}, :challenge 26, :con 26, :dex 14, :condition-immunities "charmed, frightened, poisoned", :wis 17, :languages "all, telepathy 120ft", :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components: \nAt will: detect magic, major image \n3/day each: dispel magic, fear, telekinesis \n1/day each: feeblemind, project image ", :name "Innate Spellcasting"} {:description "If Demogorgon fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Demogorgon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Demogorgon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. ", :name "Two Heads"} {:description "Demogorgon makes two tentacle attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. ", :name "Tentacle", :type :action} {:description "Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automat-ically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save. If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random: \n1. Beguiling Gaze. The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight. \n2. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn. \n3. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell. ", :name "Gaze", :type :action} {:description "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage. ", :name "Tail", :type :legendary-action} {:description "Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect. ", :name "Maddening Gaze", :type :legendary-action}]}, :oblex-spawn {:key :oblex-spawn, :int 14, :speed "20 ft. ", :name "Oblex Spawn", :alignment "lawful evil", :cha 10, :hit-points {:die 4, :die-count 4, :modifier 8}, :type :ooze, :size :tiny, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :str 8, :saving-throws {:cha 2, :int 4}, :challenge 0.25, :con 15, :dex 16, :wis 11, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :prone true}}, :traits [{:description "The oblex can move through a space as narrow as 1 inch wide without squeezing. ", :name "Amorphous"} {:description "If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.", :name "Aversion to Fire"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage. ", :name "Pseudopod", :type :action}]}, :duergar-warlord {:key :duergar-warlord, :int 12, :speed "25 ft. ", :name "Duergar Warlord", :alignment "lawful evil", :cha 14, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :str 18, :challenge 6, :con 17, :dex 11, :wis 12, :props {:damage-resistance {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ", :name "Duergar Resilience"} {:description "While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while enlarged, plus 5 (1d10) psychic damage. ", :name "Psychic-Attuned Hammer", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. ", :name "Javelin", :type :action} {:description "Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack. ", :name "Call to Attack", :type :action} {:description "For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ", :name "Enlarge (Recharges after a Short or Long Rest)", :type :action} {:description "The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ", :name "Invisibility (Recharge 4-6)", :type :action} {:description "When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can't be affected by Scouring Instruction . ", :name "Reaction: Scouring Instruction"}]}, :orthon {:key :orthon, :int 15, :speed "30 ft., climb 30 ft. ", :name "Orthon", :alignment "lawful evil", :cha 16, :hit-points {:die 10, :die-count 10, :modifier 50}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:perception 10, :stealth 11, :survival 10}, :str 22, :saving-throws {:con 9, :dex 7, :wis 6}, :challenge 10, :con 21, :dex 16, :wis 15, :props {:condition-immunity {:charmed true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :infernal true, :telepathy-120ft- true}}, :traits [{:description "The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack. ", :name "Invisibility Field"} {:description "The orthon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: +10 to hit, reach S ft., one target. Hit: 11 (2d4 + 6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Infernal Dagger", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the following effects: ", :name "Brass Crossbow", :type :action} {:description "The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. ", :name "1. Acid", :type :action} {:description "The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon's next turn. ", :name "2. Blindness (1/Day)", :type :action} {:description "The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. ", :name "3. Concussion", :type :action} {:description "The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained. ", :name "4. Entanglement", :type :action} {:description "The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "5. Paralysis (1/Day)", :type :action} {:description "For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there. ", :name "6. Tracking", :type :action} {:description "When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow. ", :name "Reaction: Explosive Retribution"}]}, :duergar-xarrorn {:key :duergar-xarrorn, :int 11, :speed "25 ft. ", :name "Duergar Xarrorn", :alignment "lawful evil", :cha 9, :hit-points {:die 8, :die-count 4, :modifier 8}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 16, :challenge 2, :con 14, :dex 11, :wis 10, :props {:damage-resistance {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ", :name "Duergar Resilience"} {:description "While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 3 (1d6) fire dam-age, or 16 (2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged. ", :name "Fire Lance", :type :action} {:description "From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. ", :name "Fire Spray (Recharge 5-6)", :type :action} {:description "For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.", :name "Enlarge (Recharges after a Short or Long Rest)", :type :action} {:description "The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ", :name "Invisibility (Recharges after a Short or Long Rest)", :type :action}]}, :zariel {:legendary-actions {:description "Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of her turn. "}, :key :zariel, :int 26, :speed "50 ft., fly 150 ft. ", :name "Zariel", :alignment "lawful evil", :cha 30, :hit-points {:die 10, :die-count 40, :modifier 360}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 21, :skills {:intimidation 18, :perception 16}, :str 27, :saving-throws {:cha 18, :int 16, :wis 16}, :challenge 26, :con 28, :dex 24, :wis 27, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:necrotic true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :piercing true, :radiant true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Magical darkness doesn't impede Zariel's darkvision. ", :name "Devil's Sight"} {:description "Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below). ", :name "Fiery Weapons"} {:description "Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast following spells, requiring no material components: \nAt will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire \n3/day each: blade barrier, dispel evil and good, finger of death ", :name "Innate Spellcasting"} {:description "If Zariel fails a saving throw, she can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Zariel has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands, plus 36 (8d8) fire damage. ", :name "Longsword", :type :action} {:description "Melee or Ranged Weapon Attack:+ 16 to hit, range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage. ", :name "Javelin", :type :action} {:description "Melee Weapon Attack:+ 16 to hit, reach 10 ft., one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Horrid Touch (Recharge 5-6)", :type :action} {:description "Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see. ", :name "Teleport", :type :action} {:description "Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4dl0) fire damage. ", :name "Immolating Gaze (Costs 2 Actions)", :type :legendary-action} {:description "Zariel uses her Teleport action. ", :name "Teleport", :type :legendary-action}]}, :titivllus {:legendary-actions {:description "Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Titivilus regains spent legendary actions at the start of his turn. "}, :key :titivllus, :int 24, :speed "40 ft., fly 60 ft. ", :name "Titivllus", :alignment "lawful evil", :cha 26, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:deception 13, :insight 11, :intimidation 13, :perception 13}, :str 19, :saving-throws {:cha 13, :con 8, :dex 11, :wis 11}, :challenge 16, :con 17, :dex 22, :wis 22, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Titivilus's innate spellcasting ability is Charisma {spell save DC 21). He can innately cast the following spells, requiring no material components: \nAt will: alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion \n3/day each: greater invisibility (self only), mislead \n1/day each: feeblemind, symbol (discord or sleep only) ", :name "Innate Spellcasting"} {:description "If Titivilus fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Titivilus has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Titivilus's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point. ", :name "Ventriloquism"} {:description "Titivilus makes one sword attack and uses his Frightful Word once. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach S ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes. ", :name "Silver Sword", :type :action} {:description "Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Frightful Word", :type :action} {:description "Titivllus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours. ", :name "Twisting Words", :type :action} {:description "Titivilus attacks with his silver sword or uses his Frightful Word. ", :name "Assault (Costs 2 Actions)", :type :legendary-action} {:description "Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn. ", :name "Corrupting Guidance", :type :legendary-action} {:description "Titivilus uses his Teleport action. ", :name "Teleport", :type :legendary-action}]}, :berbalang {:key :berbalang, :int 17, :speed "30 ft., fly 40 ft. ", :name "Berbalang", :alignment "neutral evil", :cha 10, :hit-points {:die 8, :die-count 11, :modifier -11}, :type :aberration, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :skills {:arcana 5, :history 5, :insight 2, :perception 2, :religion 5}, :str 9, :saving-throws {:dex 5, :int 5}, :challenge 2, :con 9, :dex 16, :wis 11, :props {:language {:all true}}, :traits [{:description "As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage. ", :name "Spectral Duplicate (Recharges after a Short or Long Rest)"} {:description "The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components: \nAt will: speak with dead \n1/day: plane shift (self only) ", :name "Innate Spellcasting"} {:description "The berbalang makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. ", :name "Claws", :type :action}]}, :ogre-howdah {:key :ogre-howdah, :int 5, :speed "40 ft. ", :name "Ogre Howdah", :alignment "chaotic evil", :cha 7, :hit-points {:die 10, :die-count 7, :modifier 21}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :str 19, :challenge 2, :con 16, :dex 8, :wis 7, :props {:language {:common true, :giant true}}, :traits [{:description "The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within S feet of the ogre. ", :name "Howdah"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ", :name "Mace", :type :action}]}, :duergar-hammerer {:key :duergar-hammerer, :int 5, :speed "20 ft. ", :name "Duergar Hammerer", :alignment "lawful evil", :cha 5, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :str 17, :challenge 2, :con 12, :dex 7, :wis 5, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:poison true}, :language {:understands-dwarvish-but-cant-speak- true}}, :traits [{:description "Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction. ", :name "Engine of Pain"} {:description "The hammerer deals double damage to objects and structures. ", :name "Siege Monster"} {:description "The hammerer makes two attacks: one with its claw and one with its hammer. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. ", :name "Hammer", :type :action}]}, :gray-render {:key :gray-render, :int 3, :speed "30 ft. ", :name "Gray Render", :alignment "chaotic neutral", :cha 8, :hit-points {:die 10, :die-count 18, :modifier 90}, :type :monstrosity, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:perception 2}, :str 19, :saving-throws {:con 9, :str 8}, :challenge 12, :con 20, :dex 13, :wis 6, :traits [{:description "The gray render makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage, plus 7 (2d6) bludgeoning damage if the target is prone. ", :name "Claws", :type :action} {:description "When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master. ", :name "Reaction: Bloody Rampage"}]}, :summer-eladrin {:key :summer-eladrin, :int 14, :speed "50 ft. ", :name "Summer Eladrin", :alignment "chaotic neutral", :cha 18, :hit-points {:die 8, :die-count 17, :modifier 51}, :type :fey, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:athletics 8, :intimidation 8}, :str 19, :challenge 10, :con 16, :dex 21, :wis 12, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true, :elvish true, :sylvan true}}, :traits [{:description "Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours. ", :name "Fearsome Presence"} {:description "As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. ", :name "Fey Step (Recharge 4-6)"} {:description "The eladrin has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The eladrin makes two weapon attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach S ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 4 (1d8) fire damage. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + S) piercing damage plus 4 (1d8) fire damage. ", :name "Longbow", :type :action} {:description "The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon. ", :name "Reaction: Parry"}]}, :duergar-screamer {:key :duergar-screamer, :int 5, :speed "20 ft. ", :name "Duergar Screamer", :alignment "lawful evil", :cha 5, :hit-points {:die 8, :die-count 7, :modifier 7}, :type :construct, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :str 18, :challenge 3, :con 12, :dex 7, :wis 5, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:poison true}, :language {:understands-dwarvish-but-cant-speak- true}}, :traits [{:description "Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction. ", :name "Engine of Pain"} {:description "The screamer makes one drill attack and uses its Sonic Scream. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. ", :name "Drill", :type :action} {:description "The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone. ", :name "Sonic Scream", :type :action}]}, :drow-arachnomancer {:key :drow-arachnomancer, :int 19, :speed "30 ft., climb 30 ft. ", :name "Drow Arachnomancer", :alignment "chaotic evil", :cha 16, :hit-points {:die 8, :die-count 25, :modifier 50}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:arcana 9, :nature 9, :perception 7, :stealth 8}, :str 11, :saving-throws {:cha 8, :con 7, :int 9}, :challenge 13, :con 14, :dex 17, :wis 14, :languages "elvish, undercommon, can speak with spiders", :props {:damage-resistance {:poison true}, :language {:can-speak-with-spiders true, :elvish true, :undercommon true}}, :traits [{:description "The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies. ", :name "Change Shape (Recharges after a Short or Long Rest)"} {:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: dancing lights \n1/day each: darkness, faerie fire, levitate (self only) ", :name "Innate Spellcasting"} {:description "The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, eldritch blast, mage hand, poison spray \n1st-5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt \n1/day each: dominate monster, etherealness, eyebite ", :name "Spellcasting"} {:description "The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The drow ignores movement restrictions caused by webbing. ", :name "Web Walker"} {:description "The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 28 (8d6) poison damage. ", :name "Poisonous Touch (Humanoid Form Only)", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. ", :name "Bite (Giant Spider Form Only)", :type :action} {:description "Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).", :name "Web (Giant Spider Form Only; Recharge 5-6)", :type :action}]}, :vampiric-mist {:key :vampiric-mist, :int 6, :speed "0 ft., fly 30 ft. (hover) ", :name "Vampiric Mist", :alignment "chaotic evil", :cha 7, :hit-points {:die 8, :die-count 4, :modifier 12}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :str 6, :saving-throws {:wis 3}, :challenge 3, :con 16, :dex 16, :wis 12, :props {:condition-immunity {:charmed true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}, :damage-immunity {:poison true}, :damage-resistance {:acid true, :bludgeoning true, :cold true, :lightning true, :necrotic true, :piercing true, :slashing true, :thunder true}}, :traits [{:description "The mist can sense the location of any creature within 60 feet of it, unless that creature's type is construct or undead. ", :name "Life Sense"} {:description "The mist can't enter a residence without an invitation from one of the occupants. ", :name "Forbiddance"} {:description "The mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can't manipulate objects in any way that requires fingers or manual dexterity. ", :name "Misty Form"} {:description "The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks. ", :name "Sunlight Hypersensitivity"} {:description "The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. ", :name "Life Drain", :type :action}]}, :nagpa {:key :nagpa, :int 23, :speed "30 ft. ", :name "Nagpa", :alignment "neutral evil", :cha 21, :hit-points {:die 8, :die-count 34, :modifier 34}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:arcana 12, :deception 11, :history 12, :insight 10, :perception 10}, :str 9, :saving-throws {:cha 11, :int 12, :wis 10}, :challenge 17, :con 12, :dex 15, :wis 18, :props {:language {:common-plus-up-to-five-other-languages true}}, :traits [{:description "As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours. ", :name "Corruption"} {:description "As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect. ", :name "Paralysis (Recharge 6)"} {:description "The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared: \nCantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion \n1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt \n2nd level (3 slots): hold person, ray of enfeeblement, suggestion \n3rd level (3 slots): counterspell, fireball, fly \n4th level (3 slots): confusion, hallucinatory terrain, wall of fire \n5th level (2 slots): dominate person, dream, geas \n6th level (1 slot): circle of death, disintegrate \n7th level (1 slot): etherealness, prismatic spray \n8th level (1 slot): feeblemind ", :name "Spellcasting"} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. ", :name "Staff", :type :action}]}, :kruthik-hive-lord {:key :kruthik-hive-lord, :int 10, :speed "40 ft., burrow 20 ft., climb 40 ft. ", :name "Kruthik Hive Lord", :alignment "unaligned", :cha 10, :hit-points {:die 10, :die-count 12, :modifier 36}, :type :monstrosity, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :str 19, :challenge 5, :con 17, :dex 16, :wis 14, :props {:language {:kruthik true}}, :traits [{:description "The kruthik has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. ", :name "Tunneler"} {:description "The kruthik makes two stab attacks or two spike attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. ", :name "Stab", :type :action} {:description "Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Spike", :type :action} {:description "The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. ", :name "Acid Spray (Recharge 5-6)", :type :action}]}, :armanite {:key :armanite, :int 8, :speed "60 ft. ", :name "Armanite", :alignment "chaotic evil", :cha 13, :hit-points {:die 10, :die-count 8, :modifier 40}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 21, :challenge 7, :con 21, :dex 18, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The armanite has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The armanite's weapon attacks are magical.", :name "Magic Weapons"} {:description "The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. ", :name "Hooves", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach S ft., one target. Hit: 10 (2d4 + 5) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. ", :name "Serrated Tail", :type :action} {:description "The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. ", :name "Lightning Lance (Recharge 5-6)", :type :action}]}, :adult-kruthik {:key :adult-kruthik, :int 7, :speed "40 ft., burrow 20 ft., climb 40 ft. ", :name "Adult Kruthik", :alignment "unaligned", :cha 8, :hit-points {:die 8, :die-count 6, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 15, :challenge 2, :con 15, :dex 16, :wis 12, :props {:language {:kruthik true}}, :traits [{:description "The kruthik has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake. ", :name "Tunneler"} {:description "The kruthik makes two stab attacks or two spike attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ", :name "Stab", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ", :name "Spike", :type :action}]}, :deathlock-great-old-one-patron- {:key :deathlock-great-old-one-patron-, :int 14, :speed "30 ft.", :name "Deathlock (Great Old One patron)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 8}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :skills {:arcana 4, :history 4}, :str 11, :saving-throws {:cha 5, :int 4}, :challenge 4, :con 10, :dex 15, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self, mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 5th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, eldritch blast, mage hand \n1st-3rd level (2 3rd-level slots): armor of Agathys, detect thoughts, dissonant whispers, hunger of Hadar, Tasha's hideous laughter, phantasmal force ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead.", :name "Turn Resistance"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.", :name "Deathly Claw", :type :action}]}, :molydeus-summoning-variant- {:legendary-actions {:description "The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The molydeus regains spent legendary actions at the start of its turn. "}, :key :molydeus-summoning-variant-, :int 21, :speed "40 ft. ", :name "Molydeus (Summoning Variant)", :alignment "chaotic evil", :cha 24, :hit-points {:die 12, :die-count 16, :modifier 112}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:perception 20}, :str 28, :saving-throws {:cha 14, :con 14, :int 14, :str 16}, :challenge 21, :con 25, :dex 22, :wis 24, :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :frightened true, :poisoned true, :stunned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: \nAt will: dispel magic, polymorph, telekinesis, teleport \n3/day: lightning bolt \n1/day: imprisonment ", :name "Innate Spellcasting"} {:description "If the molydeus fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/Day)"} {:description "The molydeus has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The molydeus's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit. ", :name "Demonic Weapon", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage. ", :name "Wolf Bite", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. ", :name "Snakebite", :type :action} {:description "The molydeus makes one attack, either with its demonic weapon or with its snakebite. ", :name "Attack", :type :legendary-action} {:description "The molydeus moves without provoking opportunity attacks. ", :name "Move", :type :legendary-action} {:description "The molydeus casts one spell from its Innate Spellcasting trait. ", :name "Cast a Spell", :type :legendary-action} {:description "As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6 babaus, 1d4 chasmes, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action. ", :name "Summon Demon (1/Day)", :type :action}]}, :air-elemental-myrmidon {:key :air-elemental-myrmidon, :int 9, :speed "30 ft., fly 30 ft. (hover) ", :name "Air Elemental Myrmidon", :alignment "neutral", :cha 10, :hit-points {:die 8, :die-count 18, :modifier 36}, :type :elemental, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 18, :challenge 7, :con 14, :dex 14, :wis 10, :props {:condition-immunity {:paralyzed true, :petrified true, :poisoned true, :prone true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :lightning true, :piercing true, :slashing true, :thunder true}, :language {:auran true, :one-language-of-its-creators-choice true}}, :traits [{:description "The myrmidon's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The myrmidon makes three flail attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. ", :name "Flail", :type :action} {:description "The myrmidon makes one flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon's next turn. ", :name "Lightning Strike (Recharge 6)", :type :action}]}, :drow-matron-mother {:legendary-actions {:description "The drow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drow regains spent legendary actions at the start of her turn. "}, :key :drow-matron-mother, :int 17, :speed "30 ft. ", :name "Drow Matron Mother", :alignment "neutral evil", :cha 22, :hit-points {:die 8, :die-count 35, :modifier 105}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 17, :skills {:insight 11, :perception 11, :religion 9, :stealth 10}, :str 12, :saving-throws {:cha 12, :con 9, :wis 11}, :challenge 20, :con 16, :dex 18, :wis 21, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :language {:elvish true, :undercommon true}}, :traits [{:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components: \nAt will: dancing lights, detect magic \n1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion ", :name "Innate Spellcasting"} {:description "As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn. ", :name "Lolth's Fickle Favor"} {:description "The drow has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared: \nCantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy \n1st level (4 slots): bane, command, cure wounds, guiding bolt \n2nd level (3 slots): hold person, silence, spiritual weapon \n3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians \n4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith \n5th level (3 slots): contagion, flame strike, geas, mass cure wounds \n6th level (2 slots): blade barrier, harm \n7th level (2 slots): divine word, plane shift \n8th level (1 slot): holy aura \n9th level (1 slot): gate ", :name "Spellcasting"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The matron mother makes two demon staff attacks or three tentacle rod attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +JO to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Demon Staff", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. ", :name "Tentacle Rod", :type :action} {:description "The drow magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. ", :name "Summon Servant (1/Day)", :type :action} {:description "The drow makes one attack with her demon staff. ", :name "Demon Staff", :type :legendary-action} {:description "An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see. ", :name "Compel Demon (Costs 2 Actions)", :type :legendary-action} {:description "The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell. ", :name "Cast a Spell (Costs 1-3 Actions)", :type :legendary-action}]}, :grazzt {:legendary-actions {:description "Graz'zt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Graz'zt regains spent legendary actions at the start of his turn. "}, :key :grazzt, :int 23, :speed "40 ft. ", :name "Graz'zt", :alignment "chaotic evil", :cha 26, :hit-points {:die 10, :die-count 33, :modifier 165}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 20, :skills {:deception 15, :insight 12, :perception 12, :persuasion 15}, :str 22, :saving-throws {:con 12, :dex 9, :wis 12}, :challenge 24, :con 21, :dex 15, :wis 21, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. ", :name "Shapechanger"} {:description "Graz'zt's spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material components: \nAt will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers \n3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport \n1/day each: dominate monster, greater invisibility ", :name "Innate Spellcasting"} {:description "If Graz'zt fails a saving throw, he can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Graz'zt has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Graz'zt's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Graz'zt attacks twice with Wave of Sorrow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 10 (3d6) acid damage. ", :name "Wave of Sorrow (Greatsword)", :type :action} {:description "Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. ", :name "Teleport", :type :action} {:description "Graz'zt attacks once with Wave of Sorrow. ", :name "Attack", :type :legendary-action} {:description "One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs. ", :name "Dance, My Puppet!", :type :legendary-action} {:description "Graz'zt casts crown of madness or dissonant whispers. ", :name "Sow Discord", :type :legendary-action} {:description "Graz'zt uses his Teleport action. ", :name "Teleport", :type :legendary-action}]}, :star-spawn-hulk {:key :star-spawn-hulk, :int 7, :speed "30 ft. ", :name "Star Spawn Hulk", :alignment "chaotic evil", :cha 9, :hit-points {:die 10, :die-count 13, :modifier 65}, :type :aberration, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:perception 5}, :str 20, :saving-throws {:dex 3, :wis 5}, :challenge 10, :con 21, :dex 8, :wis 12, :props {:condition-immunity {:charmed true, :frightened true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:deep-speech true}}, :traits [{:description "If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic. ", :name "Psychic Mirror"} {:description "The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. ", :name "Slam", :type :action} {:description "The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone. ", :name "Reaping Arms (Recharge 5-6)", :type :action}]}, :male-steeder {:key :male-steeder, :int 2, :speed "30 ft., climb 30 ft. ", :name "Male Steeder", :alignment "unaligned", :cha 3, :hit-points {:die 8, :die-count 2, :modifier 4}, :type :monstrosity, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :skills {:perception 4, :stealth 5}, :str 15, :challenge 0.25, :con 14, :dex 12, :wis 10, :traits [{:description "The steed er can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet. ", :name "Extraordinary Leap"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time. ", :name "Sticky Leg", :type :action}]}, :wastrilith {:key :wastrilith, :int 19, :speed "30 ft., swim 80 ft. ", :name "Wastrilith", :alignment "chaotic evil", :cha 14, :hit-points {:die 10, :die-count 15, :modifier 75}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 19, :saving-throws {:con 10, :str 9}, :challenge 13, :con 21, :dex 18, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The wastrilith can breathe air and water. ", :name "Amphibious"} {:description "At the start of each of the wastrilith's turns, Grasping Spout. The wastrilith magically launches a spout exposed water within 30 feet of it is befouled. Underwater, this of water at one creature it can see within 60 feet of it. The effect lightly obscures the area until a current clears it away. target must make a DC 17 Strength saving throw, and it has Water in containers remains corrupted until it evaporates. disadvantage if it's underwater. On a failed save, it takes 22 A creature that consumes this foul water or swims in it must (4d8 + 4) acid damage and is pulled up to 60 feet toward the make a DC 18 Constitution saving throw. On a successful save, wastrilith. On a successful save, it takes half as much damage the creature is immune to the foul water for 24 hours. On a and isn't pulled. failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points. ", :name "Corrupt Water"} {:description "The wastrilith has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn. ", :name "Undertow"} {:description "The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. ", :name "Claws", :type :action} {:description "The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled. ", :name "Grasping Spout", :type :action}]}, :drow-house-captain {:key :drow-house-captain, :int 12, :speed "30 ft. ", :name "Drow House Captain", :alignment "neutral evil", :cha 13, :hit-points {:die 8, :die-count 25, :modifier 50}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:perception 6, :stealth 8}, :str 14, :saving-throws {:con 6, :dex 8, :wis 6}, :challenge 9, :con 15, :dex 19, :wis 14, :props {:language {:elvish true, :undercommon true}}, :traits [{:description "As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee at-tack or to take the Dodge or Hide action. ", :name "Battle Command"} {:description "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. ", :name "Fey Ancestry"} {:description "The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: \nAt will: dancing lights \n1/day each: darkness, faerie fire, levitate {self only) ", :name "Innate Spellcasting"} {:description "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage. ", :name "Scimitar", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn. ", :name "Whip", :type :action} {:description "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. ", :name "Hand Crossbow", :type :action} {:description "The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon. ", :name "Reaction: Parry"}]}, :deathlock-mastermind-archfey-patron- {:key :deathlock-mastermind-archfey-patron-, :int 15, :speed "30 ft. ", :name "Deathlock Mastermind (Archfey patron)", :alignment "neutral evil", :cha 17, :hit-points {:die 8, :die-count 20, :modifier 20}, :type :undead, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :skills {:arcana 5, :history 5, :perception 4}, :str 11, :saving-throws {:cha 6, :int 5}, :challenge 8, :con 12, :dex 16, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:the-languages-it-knew-in-life true}}, :traits [{:description "The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, disguise self. mage armor ", :name "Innate Spellcasting"} {:description "The deathlock is a 10th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, mage hand, minor illusion, poison spray \n1st-5th level (2 5th-level slots): blink, dominate beast, dominate person, faerie fire, greater invisibility, hunger of Hadar, hypnotic pattern, phantasmal force, seeming, sleep ", :name "Spellcasting"} {:description "The deathlock has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). ", :name "Deathly Claw", :type :action} {:description "Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. ", :name "Grave Bolts", :type :action}]}, :ogre-bolt-launcher {:key :ogre-bolt-launcher, :int 5, :speed "40 ft.", :name "Ogre Bolt Launcher", :alignment "chaotic evil", :cha 7, :hit-points {:die 10, :die-count 7, :modifier 21}, :type :giant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 13, :str 19, :challenge 2, :con 16, :dex 12, :wis 7, :props {:language {:common true, :giant true}}, :traits [{:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. ", :name "Fist", :type :action} {:description "Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10 + 1) piercing damage. ", :name "Bolt Launcher", :type :action}]}, :star-spawn-grue {:key :star-spawn-grue, :int 9, :speed "30 ft. ", :name "Star Spawn Grue", :alignment "neutral evil", :cha 6, :hit-points {:die 6, :die-count 5}, :type :aberration, :size :small, :option-pack "Mordenkainen's Tome of Foes", :armor-class 11, :str 6, :challenge 0.25, :con 10, :dex 13, :wis 11, :props {:damage-immunity {:psychic true}, :language {:deep-speech true}}, :traits [{:description "Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue. ", :name "Aura of Madness"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage. and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn. ", :name "Confounding Bite", :type :action}]}, :elder-tempest {:legendary-actions {:description "The tempest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only qt the end of another creature's turn. The tempest regains spent legendary actions at the start of its turn. "}, :key :elder-tempest, :int 2, :speed "0 ft., fly 120 ft. (hover) ", :name "Elder Tempest", :alignment "neutral", :cha 18, :hit-points {:die 20, :die-count 16, :modifier 96}, :type :elemental, :size :gargantuan, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :str 23, :saving-throws {:cha 11, :wis 12}, :challenge 23, :con 23, :dex 28, :wis 21, :props {:condition-immunity {:grappled true, :incapacitated false, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true, :stunned true}, :damage-immunity {:lightning true, :poison true, :thunder true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ", :name "Air Form"} {:description "The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach. ", :name "Flyby"} {:description "If the tempest fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog. ", :name "Living Storm"} {:description "The tempest deals double damage to objects and structures. ", :name "Siege Monster"} {:description "The tempest makes two attacks with its thunderous slam. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) thunder damage. ", :name "Thunderous Slam", :type :action} {:description "All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. ", :name "Lightning Storm (Recharge 6)", :type :action} {:description "The tempest moves up to its speed. ", :name "Move", :type :legendary-action} {:description "The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. ", :name "Lightning Strike (Costs 2 Actions)", :type :legendary-action} {:description "The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone. ", :name "Screaming Gale (Costs 3 Actions)", :type :legendary-action}]}, :cambion-geryon-zariel-variant- {:key :cambion-geryon-zariel-variant-, :int 14, :speed "30ft., fly 60ft.", :name "Cambion (Geryon/Zariel Variant)", :alignment "any evil alignment", :cha 16, :hit-points {:die 8, :die-count 11, :modifier 33}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 19, :skills {:deception 6, :intimidation 6, :perception 4, :stealth 7}, :str 18, :saving-throws {:cha 6, :con 6, :int 5, :str 7}, :challenge 5, :con 16, :dex 18, :wis 12, :languages "abyssal, common, infernal", :props {:damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :poison true, :slashing true}, :language {:abyssal true, :common true, :infernal true}}, :traits [{:description "The AC of the cambion includes its Charisma bonus.", :name "Fiendish Blessing"} {:description "The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: \n3/day each: alter self, command, detect magic\n1/day: plane shift (self only)", :name "Innate Spellcasting"} {:description "The cambion makes two melee attacks or uses its Fire Ray twice.", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1 d6) fire damage.", :name "Spear", :type :action} {:description "Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit: 10 (3d6) fire damage.", :name "Fire Ray", :type :action} {:description "As a bonus action, the cambion chooses another creature that can see or hear it within 120 feet. That creature gains advantage on all attack rolls and saving throws for the next minute or until the cambion uses this ability again. ", :name "Fury of the Nine"}]}, :marut {:key :marut, :int 19, :speed "40 ft., fly 30 ft. (hover) ", :name "Marut", :alignment "lawful neutral", :cha 18, :hit-points {:die 10, :die-count 32, :modifier 256}, :type :construct, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 22, :skills {:insight 10, :intimidation 12, :perception 10}, :str 28, :saving-throws {:cha 12, :int 12, :wis 10}, :challenge 25, :con 26, :dex 12, :wis 15, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true, :unconscious true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true, :thunder true}, :language {:all true}}, :traits [{:description "The marut is immune to any spell or effect that would alter its form. ", :name "Immutable Form"} {:description "The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components. \nAt will: plane shift (self only) ", :name "Innate Spellcasting"} {:description "If the marut fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The marut has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The marut makes two slam attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller. ", :name "Unerring Slam", :type :action} {:description "Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn. ", :name "Blazing Edict (Recharge 5-6)", :type :action} {:description "The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle. After teleporting in this way, the marut can't use this action again until it finishes a short or long rest. ", :name "Justify", :type :action}]}, :soul-monger {:key :soul-monger, :int 19, :speed "30 ft. ", :name "Soul Monger", :alignment "neutral", :cha 13, :hit-points {:die 8, :die-count 19, :modifier 38}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:perception 7}, :str 8, :saving-throws {:cha 5, :dex 7, :wis 7}, :challenge 11, :con 14, :dex 17, :wis 15, :props {:condition-immunity {:charmed true, :frightened true}, :damage-immunity {:necrotic true, :psychic true}, :language {:common true, :elvish true}}, :traits [{:description "The soul monger has advantage on saving throws against being charmed, and magic can't put it to sleep. ", :name "Fey Ancestry"} {:description "The soul monger's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \nAt will: chill touch (3d8 damage), poison spray (3d12 damage) \n1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming ", :name "Innate Spellcasting"} {:description "The soul monger has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature's hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls. ", :name "Soul Thirst"} {:description "Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature's next turn. ", :name "Weight of Ages"} {:description "The soul monger makes two phantasmal dagger attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger's next turn. ", :name "Phantasmal Dagger", :type :action} {:description "The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage. ", :name "Wave of Weariness (Recharge 4-6)", :type :action}]}, :hellfire-engine {:key :hellfire-engine, :int 2, :speed "40 ft. ", :name "Hellfire Engine", :damage-immunities "fire, poison", :alignment "lawful evil", :cha 1, :hit-points {:die 12, :die-count 16, :modifier 112}, :type :construct, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :str 20, :saving-throws {:cha 0, :dex 8, :wis 5}, :challenge 16, :con 24, :dex 16, :condition-immunities "charmed, deafened, frightened, paralyzed, poisoned, unconscious", :wis 10, :languages "understands infernal but cant speak", :props {:condition-immunity {:charmed true, :deafened true, :frightened true, :paralyzed true, :poisoned true, :unconscious true}, :damage-immunity {:fire true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :psychic true, :slashing true}, :language {:understands-infernal-but-cant-speak true}}, :traits [{:description "The hellfire engine is immune to any spell or effect that would alter its form. ", :name "Immutable Form"} {:description "The hellfire engine has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance", :type :Other} {:description "The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire engine's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained. ", :name "Flesh-Crushing Stride", :type :action} {:description "The hellfire engine uses one of the following options: ", :name "Hellfire Weapons", :type :action} {:description "The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel. ", :name "Bonemelt Sprayer", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. ", :name "Lightning Flail", :type :action} {:description "The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. ", :name "Thunder Cannon", :type :action} {:description "If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. ", :type :action}]}, :corpse-flower {:key :corpse-flower, :int 7, :speed "20 ft., climb 20 ft. ", :name "Corpse Flower", :alignment "chaotic evil", :cha 3, :hit-points {:die 10, :die-count 15, :modifier 45}, :type :plant, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 12, :str 14, :challenge 8, :con 16, :dex 14, :wis 15, :props {:condition-immunity {:blinded true, :deafened true}}, :traits [{:description "When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free. While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following: \n• The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space. \n• The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see the Stench of Death trait). ", :name "Corpses"} {:description "The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours. ", :name "Stench of Death"} {:description "The corpse flower makes three tentacle attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage. ", :name "Tentacle", :type :action} {:description "The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait. ", :name "Harvest the Dead", :type :action}]}, :juiblex {:legendary-actions {:description "Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Juiblex regains spent legendary actions at the start of its turn. "}, :key :juiblex, :int 20, :speed "30 ft. ", :name "Juiblex", :alignment "chaotic evil", :cha 16, :hit-points {:die 12, :die-count 28, :modifier 168}, :type :fiend, :size :huge, :option-pack "Mordenkainen's Tome of Foes", :armor-class 18, :skills {:perception 12}, :str 24, :saving-throws {:con 13, :dex 7, :wis 12}, :challenge 23, :con 23, :dex 10, :wis 20, :props {:condition-immunity {:prone true, :restrained true, :stunned true, :deafened true, :frightened true, :paralyzed true, :charmed true, :blinded true, :poisoned true, :grappled true, :unconscious true, :petrified true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn. ", :name "Foul"} {:description "juiblex's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components: \nAt will: acid splash (17th level), detect magic \n3/day each: blight, contagion, gaseous form ", :name "Innate Spellcasting"} {:description "If Juiblex fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "Juiblex has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Juiblex's weapon attacks are magical. ", :name "Magic Weapons"} {:description "Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "Juiblex makes three acid lash attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after 1 minute. ", :name "Acid Lash", :type :action} {:description "Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent -1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent -1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to -5, the object is destroyed. ", :name "Eject Slime (Recharge 5-6)", :type :action} {:description "Juiblex casts acid splash. ", :name "Acid Splash", :type :legendary-action} {:description "Juiblex makes one acid lash attack. ", :name "Attack", :type :legendary-action} {:description "Melee Weapon Attack: + 14 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the target. ", :name "Corrupting Touch (Costs 2 Actions)", :type :legendary-action}]}, :howler {:key :howler, :int 5, :speed "40 ft. ", :name "Howler", :alignment "chaotic evil", :cha 6, :hit-points {:die 10, :die-count 12, :modifier 24}, :type :fiend, :size :large, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :skills {:perception 8}, :str 17, :challenge 8, :con 15, :dex 16, :wis 20, :props {:condition-immunity {:frightened true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:understands-abyssal-but-cant-speak true}}, :traits [{:description "A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "The howler makes two bite attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance. ", :name "Rending Bite", :type :action} {:description "The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours. ", :name "Mind-Breaking Howl (Recharge 6)", :type :action}]}, :hydroloth {:key :hydroloth, :int 19, :speed "20 ft., swim 40 ft. ", :name "Hydroloth", :alignment "neutral evil", :cha 14, :hit-points {:die 8, :die-count 18, :modifier 54}, :type :fiend, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 15, :skills {:insight 4, :perception 4}, :str 12, :challenge 9, :con 16, :dex 21, :wis 10, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :lightning true, :piercing true, :slashing true}, :damage-vulnerability {:fire true}, :language {:abyssal true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The hydroloth can breathe air and water. ", :name "Amphibious"} {:description "The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: \nAt will: darkness, detect magic, dispel magic, invisibility (self only), water walk \n3/day each: control water, crown of madness, fear, phantasmal killer, suggestion ", :name "Innate Spellcasting"} {:description "The hydroloth has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "The hydroloth's weapon attacks are magical.", :name "Magic Weapons"} {:description "The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.", :name "Secure Memory"} {:description "While submerged in liquid, the hydroloth has advantage on attack rolls. ", :name "Watery Advantage"} {:description "The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. ", :name "Claws", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. ", :name "Bite", :type :action} {:description "The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early. ", :name "Steal Memory (1/Day)", :type :action} {:description "The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. ", :name "Teleport", :type :action}]}, :duergar-soulblades {:key :duergar-soulblades, :int 11, :speed "25 ft. ", :name "Duergar Soulblades", :alignment "lawful evil", :cha 12, :hit-points {:die 8, :die-count 4}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 14, :str 11, :challenge 1, :con 10, :dex 16, :wis 10, :props {:damage-resistance {:poison true}, :language {:dwarvish true, :undercommon true}}, :traits [{:description "The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. ", :name "Duergar Resilience"} {:description "As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated. ", :name "Create Soulblade"} {:description "The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: blade ward, true strike \n3/day each: jump, hunter's mark ", :name "Innate Spellcasting (Psionics)"} {:description "While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage. ", :name "Soulblade", :type :action} {:description "For l minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. ", :name "Enlarge (Recharges after a Short or Long Rest)", :type :action} {:description "The duergar magically turns invisible for up to l hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. ", :name "Invisibility (Recharges after a Short or Long Rest).", :type :action}]}, :giff {:key :giff, :int 11, :speed "30 ft. ", :name "Giff", :alignment "lawful neutral", :cha 12, :hit-points {:die 8, :die-count 8, :modifier 24}, :type :humanoid, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :armor-class 16, :str 18, :challenge 3, :con 17, :dex 14, :wis 12, :props {:language {:common true}}, :traits [{:description "The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. ", :name "Headfirst Charge"} {:description "The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols. ", :name "Firearms Knowledge"} {:description "The giff makes two pistol attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 2) piercing damage. ", :name "Musket", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.", :name "Pistol", :type :action} {:description "The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. ", :name "Fragmentation Grenade (1/day)", :type :action}]}}, :orcpub.dnd.e5/races {:gith {:abilities {:orcpub.dnd.e5.character/int 1}, :key :gith, :languages #{"Common" "Gith"}, :name "Gith", :option-pack "Mordenkainen's Tome of Foes", :size :medium, :speed 30, :traits []}, :tiefling-mtof-variant- {:key :tiefling-mtof-variant-, :speed 30, :name "Tiefling (MToF Variant)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Mordenkainen's Tome of Foes", :profs {:language-options {:options {:common false}}}, :languages #{"Common" "Infernal"}, :props {:damage-resistance {:fire true}}, :traits [{:description "You have resistance to fire damage", :name "Hellish Resistance"}]}}, :orcpub.dnd.e5/subraces {:dispater {:abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/dex 1}, :key :dispater, :name "Dispater", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 3, :value {:ability :cha, :key :disguise-self, :level 1}} {:level 5, :value {:ability :cha, :key :detect-thoughts, :level 2}}], :traits [{:description "You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Dis"}]}, :shadar-kai {:abilities {:orcpub.dnd.e5.character/con 1}, :key :shadar-kai, :name "Shadar-kai", :option-pack "Mordenkainen's Tome of Foes", :props {:damage-resistance {:necrotic true}}, :race :elf, :traits [{:description "As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.\nStarting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.", :name "Blessing of the Raven Queen"} {:description "You have resistance to necrotic damage", :name "Necrotic Resistance"}]}, :eladrin-mtof-variant- {:abilities {:orcpub.dnd.e5.character/cha 1}, :key :eladrin-mtof-variant-, :name "Eladrin (MToF variant)", :option-pack "Mordenkainen's Tome of Foes", :race :elf, :traits [{:description "When finishing a long rest, any eladrin can change their season. The seasons are Autumn, Winter, Spring and Summer, and they might choose the season that is in the world or the one that matches their emotional state.", :name "Season"} {:description "As a bonus action, you may magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do it again until you finish a long or short rest.\nWhen you reach 3rd level, this ability gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:\n\n• Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.\n• Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.\n• Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.\n• Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).", :name "Fey Step"}]}, :mephistopheles {:abilities {:orcpub.dnd.e5.character/int 1}, :key :mephistopheles, :name "Mephistopheles", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :mage-hand}} {:level 3, :value {:ability :cha, :key :burning-hands, :level 1}} {:level 5, :value {:ability :cha, :key :flame-blade, :level 2}}], :traits [{:description "You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Cania"}]}, :githyanki {:key :githyanki, :race :gith, :name "Githyanki", :spells [{:value {:ability :int, :key :mage-hand}} {:level 3, :value {:ability :int, :key :jump, :level 1}} {:level 5, :value {:ability :int, :key :misty-step, :level 2}}], :abilities {:orcpub.dnd.e5.character/str 2}, :option-pack "Mordenkainen's Tome of Foes", :profs {:skill-options {:choose 1, :options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}}}, :props {:armor-prof {:light true, :medium true}, :language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :giant false, :auran false, :halfling false, :goblin false}, :weapon-prof {:greatsword true, :longsword true, :shortsword true}}, :traits [{:description "You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.\nWhen you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.\nIntelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.", :name "Githyanki Psionics"} {:description "You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.", :name "Decadent Mastery"} {:description "You are proficient with light and medium armor and with shortswords, longswords, and greatswords.", :name "Martial Prodigy"}]}, :githzerai {:abilities {:orcpub.dnd.e5.character/wis 2}, :key :githzerai, :name "Githzerai", :option-pack "Mordenkainen's Tome of Foes", :props {:saving-throw-advantage {:charmed true, :frightened true}}, :race :gith, :spells [{:value {:ability :wis, :key :mage-hand}} {:level 3, :value {:ability :wis, :key :shield, :level 1}} {:level 5, :value {:ability :wis, :key :detect-thoughts, :level 2}}], :traits [{:description "You know the mage hand cantrip. The hand is invisible when you cast the cantrip with this trait.\nAt 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest. At 5rd level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.\nWisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.", :name "Githzerai Psionics"} {:description "You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.", :name "Mental Discipline"}]}, :baalzebul {:abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/int 1}, :key :baalzebul, :name "Baalzebul", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 3, :value {:ability :cha, :key :ray-of-sickness, :level 1}} {:level 5, :value {:ability :cha, :key :crown-of-madness, :level 2}}], :traits [{:description "You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Maladomini"}]}, :deep-gnome-svirfneblin- {:abilities {:orcpub.dnd.e5.character/dex 1}, :darkvision 120, :key :deep-gnome-svirfneblin-, :name "Deep Gnome (Svirfneblin)", :option-pack "Mordenkainen's Tome of Foes", :props {:language {:undercommon true}}, :race :gnome, :traits [{:description "You have advantage on Dexterity (Stealth) checks to hide in rocky terrain and underground.", :name "Stealth Camouflage"} {:description "Your darkvision has a radius of 120 feet.", :name "Superior Darkvision"}]}, :glasya {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :glasya, :name "Glasya", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :minor-illusion}} {:level 3, :value {:ability :cha, :key :disguise-self, :level 1}} {:level 5, :value {:ability :cha, :key :invisibility, :level 2}}], :traits [{:description "You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Malbolge"}]}, :fierna {:abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/wis 1}, :key :fierna, :name "Fierna", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :friends}} {:level 3, :value {:ability :cha, :key :charm-person, :level 1}} {:level 5, :value {:ability :cha, :key :suggestion, :level 2}}], :traits [{:description "You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Phlegethos"}]}, :sea-elf {:abilities {:orcpub.dnd.e5.character/con 1}, :key :sea-elf, :name "Sea Elf", :option-pack "Mordenkainen's Tome of Foes", :props {:language {:aquan true, :primordial false}, :weapon-prof {:crossbow-light true, :net true, :spear true, :trident true}}, :race :elf, :traits [{:description "You have a swimming speed of 30 ft, and you can breathe in both air and water.", :name "Child of the Sea"} {:description "Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.", :name "Friend of the Sea"} {:description "You have proficiency with the spear, trident, light crossbow, and net.", :name "Sea Elf Training"}]}, :zariel {:abilities {:orcpub.dnd.e5.character/str 1}, :key :zariel, :name "Zariel", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy, :level 0}} {:level 3, :value {:ability :cha, :key :searing-smite, :level 1}} {:level 5, :value {:ability :cha, :key :branding-smite, :level 2}}], :traits [{:description "You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Avernus"}]}, :mammon {:abilities {:orcpub.dnd.e5.character/int 1}, :key :mammon, :name "Mammon", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :mage-hand}} {:level 3, :value {:ability :cha, :key :tensers-floating-disk, :level 1}} {:level 5, :value {:ability :cha, :key :arcane-lock, :level 2}}], :traits [{:description "You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Minauros"}]}, :asmodeus {:abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/int 1}, :key :asmodeus, :name "Asmodeus", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :thaumaturgy}} {:level 3, :value {:ability :cha, :key :hellish-rebuke, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.", :name "Infernal Legacy"}]}, :levistus {:abilities {:orcpub.dnd.e5.character/con 1}, :key :levistus, :name "Levistus", :option-pack "Mordenkainen's Tome of Foes", :race :tiefling-mtof-variant-, :spells [{:value {:ability :cha, :key :ray-of-frost}} {:level 3, :value {:ability :cha, :key :armor-of-agathys, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :traits [{:description "You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Legacy of Stygia"}]}, :duergar-mtof-variant- {:key :duergar-mtof-variant-, :race :dwarf, :name "Duergar (MToF variant)", :darkvision 120, :spells [{:level 3, :value {:ability :int, :key :enlarge-reduce, :level 2}} {:level 5, :value {:ability :int, :key :invisibility, :level 2}}], :abilities {:orcpub.dnd.e5.character/str 1}, :option-pack "Mordenkainen's Tome of Foes", :props {:language {:undercommon true}, :saving-throw-advantage {:charmed true, :paralyzed true}}, :traits [{:description "You have advantage on saving throws against illusions and against being charmed or paralyzed.", :name "Duergar Resilience"} {:description "When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.", :name "Duergar Magic"} {:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"} {:description "Your darkvision has a radius of 120 feet.", :name "Superior Darkvision"}]}}}, "DMSG - Players Companion - (NineArtsDragon#3773)" {:orcpub.dnd.e5/classes {:rogue-daggerspell-mage {nil nil, :key :rogue-daggerspell-mage, :level-modifiers [{:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :crossbow-hand} {:type :armor-prof, :value :light} {:type :weapon-prof, :value :longsword} {:type :weapon-prof, :value :rapier} {:type :weapon-prof, :value :shortsword} {:type :tool-prof, :value :thieves-tools} {:level 7, :type :spell, :value {:ability :cha, :key :spiritual-weapon, :level 2}} {:level 7, :type :spell, :value {:ability :cha, :key :daggerspell-stance, :level 2}}], :name "Rogue: Daggerspell Mage", :option-pack "Player's Companion", :level-selections [{:level 7, :type :daggerspell-metamagic-lvl-7-} {:level 11, :type :daggerspell-metamagic-lvl-11-} {:level 18, :type :daggerspell-metamagic-lvl-18-}], :spellcasting {:ability :orcpub.dnd.e5.character/cha, :cantrips-known {3 1, 5 1, 9 1, 15 1}, :cantrips? true, :known-mode :schedule, :level-factor 3, :spell-list {0 #{:ray-of-frost :mage-hand :punishing-strike :booming-blade :challengers-mark :echoing-blow :looming-shadow :produce-flame :druidcraft}, 1 #{:thunderwave :ray-of-sickness :detect-magic :corpse-link :earth-tremor :shield :feather-fall :ice-knife :magic-missile :witch-bolt :dead-end :fog-cloud :chaos-bolt :comprehend-languages :disguise-self :guided-shot :false-life :expeditious-retreat :corpse-visage :absorb-elements :catapult :insightful-feint :mage-armor :burning-hands :sleep :color-spray :jump :silent-image :chromatic-orb}, 2 #{:crown-of-madness :lively-step :leomunds-trap :distracting-ray :blindness-deafness :curse-of-impending-blades :mind-spike :dust-devil :scorching-ray :shadow-blade :enhance-ability :enlarge-reduce :shatter :accelerated-movement :darkvision :snilloc-s-snowball-swarm :dragon-s-breath :alter-self :suggestion :see-invisibility :detect-thoughts :levitate :battering-ram :mirror-image :cloud-of-daggers :disguise-undead :phantasmal-force :blur :pyrotechnics :maximilian-s-earthen-grasp :invisibility :earthbind :warding-wind :aganazzar-s-scorcher :hold-person :gust-of-wind :spider-climb :darkness :body-of-the-sun :knock :veil-of-shadow :web :misty-step}, 3 #{:daylight :counterspell :blink :sleet-storm :water-breathing :melf-s-minute-meteors :stinking-cloud :clairvoyance :dispel-magic :ray-of-exhaustion :hypnotic-pattern :catnap :keen-edge :bladeweave :reverse-arrows :haste :fly :tongues :flame-arrow :major-image :aegis-of-ensnarement :slow :wall-of-water :tidal-wave :enemies-abound :lightning-bolt :tremorsense :protection-from-energy :flame-arrows :fireball :erupting-earth :water-walk :fear :thunder-step :gaseous-form}, 4 #{:dimension-door :shout :ice-storm :confusion :blight :positive-energy-aura :dominate-beast :banishment :polymorph :storm-sphere :negative-energy-aura :sickening-radiance :watery-sphere :wall-of-fire :charm-monster :sensory-deprivation :vitriolic-sphere :greater-invisibility :stoneskin :acid-bolts}}, :spells-known {3 3, 4 1, 7 1, 8 1, 10 1, 11 1, 13 1, 14 1, 16 1, 19 1, 20 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/dex true, :orcpub.dnd.e5.character/int true}, :skill-expertise-options {:choose 2, :options {:persuasion true, :investigation true, :acrobatics true, :perception true, :sleight-of-hand true, :deception true, :intimidation true, :athletics true, :insight true, :stealth true}}, :skill-options {:choose 4, :options {:persuasion true, :investigation true, :acrobatics true, :perception true, :sleight-of-hand true, :deception true, :intimidation true, :athletics true, :insight true, :stealth true}}}, :hit-die 8, :traits [{:description "Instead of gaining expertise in two skills, you can gain expertise in one skill and thieves' tools. At 6th level, you choose two more proficiencies (in skills or thieves' tools) to gain this benefit.", :name "Expertise"} {:description "Deal 1d6 extra damage when you have advantage on the attack, or an enemy of the creature is within 5ft of it. Damage increases by 1d6 at level 3 and every odd level thereafter, to a maximum of 10d6 at 19th level. (Once/turn)", :name "Sneak Attack"} {:description "Convey hidden messages in normal conversation. Communicating in this way takes 4x longer than normal.", :name "Thieves' Cant"} {:description "Dash, Disengage, or Hide as a bonus action.", :level 2, :name "Cunning Action"} {:description "As a reaction, halve the damage from an attack you can see.", :level 5, :name "Uncanny Dodge"} {:description "The lowest you can roll on ability checks you make with proficiency is 10.", :level 11, :name "Reliable Talent"} {:description "If you can hear, you are aware of the location of any hidden or invisible creatures within 10ft of you.", :level 14, :name "Blindsense"} {:description "You gain proficiency in WIS saving throws.", :level 15, :name "Slippery Mind"} {:description "When you make a DEX saving throw to avoid damage, you take no damage on a success and half on a failure.", :level 7, :name "Evasion"} {:description "Attacks against you can't have advantage unless you're incapacitated.", :level 18, :name "Elusive"} {:description "If you miss with an attack, have it hit instead. Alternatively, treat an ability check as if you rolled a 20. (Once/rest)", :level 20, :name "Stroke of Luck"} {:description "You have a single spell slot at 3rd level, and gain an additional spell slot at 11th and 17th level. :: You know 2 spells at 3rd level, and learn more at 4th level and every even level thereafter. :: The level of your spell slots increases to 2nd-level at level 7, and again at level 13 and 19. Your spell slots function like a Warlock's, where all spells you cast are cast at the level of your spell slot. You can use a light piercing weapon as your spellcasting focus.", :level 3, :name "Guardian Spellcasting"} {:description "You have a number of SP = your Rogue level, and regain expended SP at the end of a long rest. You can use SP in several ways, one being the creation of spell slots. :: As a bonus action, you can spend 2 SP to regain one spell slot. When the level of your spell slots increases, so does cost: 2nd-level slots cost 3 SP, 3rd-level cost 5 SP, and 4th-level costs 6 SP.", :level 3, :name "Sorcery Points (SP)"} {:description "When you hit a creature within 30ft with an attack that wouldn't normally have sneak attack, you can spend 2 SP to use your Sneak Attack on them. You can do this so long as you don't have disadvantage on the attack roll. All other rules still apply.", :level 3, :name "Cloaked Strike"} {:description "When you inflict Sneak Attack damage, you can spend 1 SP to reroll a number of damage dice up to your DEX modifier. You must use the new rolls. When you use this feature, you can choose for your Sneak Attack to deal cold, fire, or lightning damage instead of its usual type.", :level 3, :name "Empowered Blade"} {:description "As a bonus action, you can spend 2 SP to cast Daggerspell Stance as a 2nd-level spell without using a spell slot.", :level 3, :name "Stance Mastery"} {:description "Once per turn when you inflict piercing or slashing damage with a weapon, you can choose to do one of the following. ::  Make another attack with the same weapon\nagainst a different creature that is within 5 feet of\nthe original target and within the range or reach\nof your weapon.\n Make your next weapon attack against the same\ncreature before the end of your turn with\nadvantage.", :level 9, :name "Daggerspell Master"} {:description "When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.", :level 11, :name "Spellblade"} {:description "Once per turn immediately after you inflict your Sneak Attack damage, you can make a melee attack against any other creature within 5ft of you who wasn't the target of your Sneak Attack. ", :level 13, :name "Daggerspell Flurry"} {:description "Regain 3 expended SP when you finish a short rest.", :level 17, :name "Daggerspell Resurgence"}]}, :rogue-daggerspell-shaper {nil nil, :key :rogue-daggerspell-shaper, :level-modifiers [{:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :crossbow-hand} {:type :armor-prof, :value :light} {:type :weapon-prof, :value :longsword} {:type :weapon-prof, :value :rapier} {:type :weapon-prof, :value :shortsword} {:type :tool-prof, :value :thieves-tools} {:level 7, :type :spell, :value {:ability :wis, :key :alter-self, :level 2}} {:level 7, :type :spell, :value {:ability :wis, :key :daggerspell-stance, :level 2}}], :name "Rogue: Daggerspell Shaper", :option-pack "Player's Companion", :level-selections [], :spellcasting {:ability :orcpub.dnd.e5.character/wis, :cantrips-known {3 1, 5 1, 9 1, 15 1}, :cantrips? true, :known-mode :schedule, :level-factor 3, :spell-list {0 #{:ray-of-frost :mage-hand :punishing-strike :booming-blade :challengers-mark :echoing-blow :looming-shadow :produce-flame :druidcraft}, 1 #{:thunderwave :create-or-destroy-water :detect-magic :cold-fire :aspect-of-the-wolf :beastland-ferocity :earth-tremor :beast-bond :purify-food-and-drink :ice-knife :fog-cloud :beast-claws :longstrider :animal-friendship :speak-with-animals :faerie-fire :healing-word :entangle :absorb-elements :charm-person :detect-poison-and-disease :cure-wounds :jump :snare :magic-fang :goodberry}, 2 #{:heartfire :skywrite :dust-devil :protection-from-poison :healing-spirit :enhance-ability :lesser-restoration :barkskin :accelerated-movement :briar-web :darkvision :animal-messenger :beast-sense :moonbeam :locate-object :spike-growth :flaming-sphere :find-traps :earthbind :daggerspell-stance :warding-wind :locate-animals-or-plants :flame-blade :hold-person :gust-of-wind :pass-without-trace :heat-metal :body-of-the-sun}, 3 #{:daylight :moon-blade :sleet-storm :conjure-animals :water-breathing :dispel-magic :feign-death :meld-into-stone :energy-vortex :haste :wall-of-water :tidal-wave :plant-growth :protection-from-energy :flame-arrows :wind-wall :erupting-earth :speak-with-plants :water-walk :call-lightning}, 4 #{:elemental-bane :ice-storm :hypothermia :confusion :hallucinatory-terrain :blight :dominate-beast :conjure-minor-elementals :polymorph :locate-creature :negative-energy-aura :grasping-vine :control-water :watery-sphere :wall-of-fire :charm-monster :giant-insect :guardian-of-nature :freedom-of-movement :vitriolic-sphere :conjure-woodland-beings :stone-shape :stoneskin :acid-bolts}}, :spells-known {3 3, 4 1, 7 1, 8 1, 10 1, 11 1, 13 1, 14 1, 16 1, 19 1, 20 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/dex true, :orcpub.dnd.e5.character/int true}, :skill-expertise-options {:choose 2, :options {:persuasion true, :investigation true, :acrobatics true, :perception true, :sleight-of-hand true, :deception true, :intimidation true, :athletics true, :insight true, :stealth true}}, :skill-options {:choose 4, :options {:persuasion true, :investigation true, :acrobatics true, :perception true, :sleight-of-hand true, :deception true, :intimidation true, :athletics true, :insight true, :stealth true}}}, :hit-die 8, :traits [{:description "Instead of gaining expertise in two skills, you can gain expertise in one skill and thieves' tools. At 6th level, you choose two more proficiencies (in skills or thieves' tools) to gain this benefit.", :name "Expertise"} {:description "Deal 1d6 extra damage when you have advantage on the attack, or an enemy of the creature is within 5ft of it. Damage increases by 1d6 at level 3 and every odd level thereafter, to a maximum of 10d6 at 19th level. (Once/turn)", :name "Sneak Attack"} {:description "Convey hidden messages in normal conversation. Communicating in this way takes 4x longer than normal.", :name "Thieves' Cant"} {:description "Dash, Disengage, or Hide as a bonus action.", :level 2, :name "Cunning Action"} {:description "As a reaction, halve the damage from an attack you can see.", :level 5, :name "Uncanny Dodge"} {:description "The lowest you can roll on ability checks you make with proficiency is 10.", :level 11, :name "Reliable Talent"} {:description "If you can hear, you are aware of the location of any hidden or invisible creatures within 10ft of you.", :level 14, :name "Blindsense"} {:description "You gain proficiency in WIS saving throws.", :level 15, :name "Slippery Mind"} {:description "When you make a DEX saving throw to avoid damage, you take no damage on a success and half on a failure.", :level 7, :name "Evasion"} {:description "Attacks against you can't have advantage unless you're incapacitated.", :level 18, :name "Elusive"} {:description "If you miss with an attack, have it hit instead. Alternatively, treat an ability check as if you rolled a 20. (Once/rest)", :level 20, :name "Stroke of Luck"} {:description "You have a single spell slot at 3rd level, and gain an additional spell slot at 11th and 17th level. :: You know 2 spells at 3rd level, and learn more at 4th level and every even level thereafter. :: The level of your spell slots increases to 2nd-level at level 7, and again at level 13 and 19. Your spell slots function like a Warlock's, where all spells you cast are cast at the level of your spell slot. You can use a light piercing weapon as your spellcasting focus.", :level 3, :name "Guardian Spellcasting"} {:description "You have a number of SP = your Rogue level, and regain expended SP at the end of a long rest. You can use SP in several ways, one being the creation of spell slots. :: As a bonus action, you can spend 2 SP to regain one spell slot. When the level of your spell slots increases, so does cost: 2nd-level slots cost 3 SP, 3rd-level cost 5 SP, and 4th-level costs 6 SP.", :level 3, :name "Sorcery Points (SP)"} {:description "When you hit a creature within 30ft with an attack that wouldn't normally have sneak attack, you can spend 2 SP to use your Sneak Attack on them. You can do this so long as you don't have disadvantage on the attack roll. All other rules still apply.", :level 3, :name "Cloaked Strike"} {:description "When you inflict Sneak Attack damage, you can spend 1 SP to reroll a number of damage dice up to your DEX modifier. You must use the new rolls. When you use this feature, you can choose for your Sneak Attack to deal cold, fire, or lightning damage instead of its usual type.", :level 3, :name "Empowered Blade"} {:description "As a bonus action, you can spend 2 SP to cast Daggerspell Stance as a 2nd-level spell without using a spell slot.", :level 3, :name "Stance Mastery"} {:description "Once per turn when you inflict piercing or slashing damage with a weapon, you can choose to do one of the following. ::  Make another attack with the same weapon\nagainst a different creature that is within 5 feet of\nthe original target and within the range or reach\nof your weapon.\n Make your next weapon attack against the same\ncreature before the end of your turn with\nadvantage.", :level 9, :name "Daggerspell Master"} {:description "You gain the Wild Shape feature of a druid. As a bonus action, you can transform into a beast with a CR as high as your Rogue level / 4 (rounded down). When you transform, you can choose to have a magical piercing weapon you are wielding merge with your beast form. If your beast form has a claw attack, that attack benefits from your magical piercing weapon you have. While in a beast form with a claw attack, you gain a +1 AC bonus, and you can inflict Sneak Attack with your claws as if they were a finesse weapon.", :level 11, :name "Wild Shape"} {:description "Once per turn immediately after you inflict your Sneak Attack damage, you can make a melee attack against any other creature within 5ft of you who wasn't the target of your Sneak Attack. ", :level 13, :name "Daggerspell Flurry"} {:description "Regain 3 expended SP when you finish a short rest.", :level 17, :name "Daggerspell Resurgence"}]}}, :orcpub.dnd.e5/subclasses {:oath-of-inquisition {:key :oath-of-inquisition, :level-modifiers [{:level 3, :type :spell, :value {:ability :cha, :key :detect-magic, :level 1}} {:level 15, :type :spell, :value {:ability :cha, :key :zone-of-truth, :level 2}} {:level 15, :type :spell, :value {:ability :cha, :key :see-invisibility, :level 2}}], :name "Oath of Inquisition", :option-pack "Player's Companion", :level-selections [{:level 3, :type :bonus-language}], :class :paladin, :profs {:skill-options {:choose 2, :options {:arcana true, :insight true, :intimidation true, :perception true, :religion true, :survival true}}}, :paladin-spells {1 {0 :hunters-mark, 1 :protection-from-evil-and-good}, 2 {0 :detect-thoughts, 1 :see-invisibility}, 3 {0 :counterspell, 1 :magic-circle}, 4 {0 :divination, 1 :mordenkainens-faithful-hound}, 5 {0 :dispel-evil-and-good, 1 :hallow}}, :traits [{:description "As a bonus action when you hit a creature with a melee weapon attack, you can use your Channel Divinity to mark a creature for 1 minute. This effect ends early if you are incapacitated, or someone else marks the creature. The marked creature cannot benefit from being invisible, and it takes psychic damage = your paladin level at the end of any turn in which it dealt damage to one of your allies. While the creature is within 5ft of you, it has disadvantage on any attack rolls that don't include you, and it provokes an opportunity attack from you whenever it forces a creature other than you to make a saving throw.", :level 3, :name "Channel Divinity: Ardent Vow"} {:description "As an action, you can use your Channel Divinity to cast Remove Curse. If you are 5th level or higher, you can choose to use this feature to cast Dispel Magic instead. Spells cast with this feature do not use a spell slot. The spell slot of the spell you cast is = 1/2 your paladin level rounded down.", :level 3, :name "Channel Divinity: Dispelling Gaze"} {:description "Whenever you fail check or saving throw for WIS or INT, you can spend a spell slot to reroll, gaining a bonus on the second roll = 1d4 + the level of the expended spell slot. You must use the second result. Also, you can cast Detect Magic at will, without using a spell slot.", :level 3, :name "Steadfast Inquisitor"} {:description "Whenever a creature benefitting from your Aura of Protection feature makes a saving throw against an enchantment or an illusion spell, it can add 1d6 to the saving throw.", :level 7, :name "Aura of Mental Defense"} {:description "Zone of Truth is added to your oath spell list, and you can cast See Invisibility at will without using a spell slot or material components. While your See Invisibility spell is active, you gain truesight out to 60ft. Also, when the target of your Ardent Vow makes a saving throw against one of your oath spells, you can empower the spell to impose disadvantage on the saving throw. Until Ardent Vow ends, the creature has disadvantage on all saving throws against the same oath spell. You can only empower one spell per use of Ardent Vow.", :level 15, :name "Inescapable Gaze"} {:description "As an action, you emanate an aura that destroys deceit and dark magic. You gain the following benefits:: \n You have advantage on Wisdom and Intelligence saving throws, and so do allies within 30ft.\n Any creature within 30ft of you that makes a Charisma (Deception) check, or casts an enchantment or illusion spell must make a Constitution saving throw or take 2d10 psychic damage on a failed save, or half as much on a successful save.\n You gain resistance to fire, necrotic, and psychic damage.\n:: This effect ends early if you are incapacitated. (Once/long rest)", :level 20, :name "Aura of Discernment"}]}, :elemental-potentate {:class :warlock, :key :elemental-potentate, :level-modifiers [{:level 10, :type :spell, :value {:ability :cha, :key :conjure-minor-elementals, :level 4}} {:level 11, :type :spell, :value {:ability :cha, :key :planar-ally, :level 6}} {:level 14, :type :spell, :value {:ability :cha, :key :plane-shift, :level 7}}], :level-selections [{:type :elemental-patron} {:level 3, :type :pact-invocation}], :name "Elemental Potentate", :option-pack "Player's Companion", :traits [{:description "As an action, you can summon your elemental servant, a Gen. It appears in an unoccupied space within 10ft. It counts as neither a creature or an object only with you and with others elementals. In its incorporeal form it cannot take actions in combat other than moving or communicating. You can dismiss it as a bonus action. Your Gen is not present during long rests, and is usually on its home plane retrieving spells for you. While your Gen is present, when you make INT or CHA checks related to elementals, you have expertise if you're using a skill you're proficient in.", :name "Elemental Servant"} {:description "Whenever you finish a long rest, you can choose 1-2 spells you know and swap them with a warlock or sorcerer spell of the same level. For each spell you attempt to retrieve, roll an INT or CHA saving throw (your choice) against a DC = 11 + the spell level (DC 12 if its a cantrip). If you succeed, you know the spell until the next time you finish a long rest. You can only use this feature once between rests, and the you must know the spells to attempt to retrieve them. At 1st level, you know every cantrip and every 1st-2nd level spell on the sorcerer and warlock spell list. Otherwise you must see a spell in person or research it before you can request it. At 4th-level, you can request spells from other spell lists, but the DC is increased by 2 for those spells. If you fail either saving throw by 5 or more, your spells are retrieved, but your Gen doesn't reappear for 1 hour.", :name "Spell Retrieval"} {:description "You have advantage on saving throws against the damage types of your elemental patron. If you make a spell attack with a spell that inflicts one of these damage types, your critical hit range becomes 19-20. You are immune to the environments of the elemental planes, and while your Gen is within 5ft of you, you are resistant to your Patron's damage types. You also gain proficiency with one set of artisan's tools.", :level 6, :name "Inner Planar Lore"} {:description "You gain the Minions of Chaos eldritch invocation, in addition to the invocations you normally get from your Warlock class. You cannot trade this invocation for a new one. When you cast Conjure Minor Elementals, you always summon two gens, of any time you choose. Whenever you summon multiple genies in any way, they gain temporary HP = 2x their hit dice. You gain the ability to cast Planar Ally at 11th level, and it is treated as one of your Mystic Arcanum spells. You can only summon Genies with Planar Ally. If you have a Genie Prison (from the invocation), you can make an Intimidation check opposed by the genie's WIS saving throw. On a success, you halve the payment required for the genie's services.", :level 10, :name "Genie Binding"} {:description "You gain Plane Shift, and treat it as one of your Mystic Arcanum spells. You can cast Plane Shift as a ritual, but when cast this way it can only be used on willing creatures and can only transport them between the Material Plane and the Elemental Planes.", :level 14, :name "Elemental Travel"}]}, :way-of-the-sightless-strike {:class :monk, :key :way-of-the-sightless-strike, :level-modifiers [{:level 3, :type :weapon-prof, :value :longbow} {:level 3, :type :weapon-prof, :value :shortbow} {:level 3, :type :tool-prof, :value :carpenters-tools} {:level 3, :type :spell, :value {:ability :wis, :key :true-strike}} {:level 3, :type :spell, :value {:ability :wis, :key :hunters-mark, :level 1}} {:level 6, :type :spell, :value {:ability :wis, :key :detect-thoughts, :level 2}} {:level 6, :type :spell, :value {:ability :wis, :key :find-traps, :level 2}} {:level 6, :type :spell, :value {:ability :wis, :key :see-invisibility, :level 2}}], :level-selections [{:level 11, :type :sightless-strike-fighting-style}], :name "Way of the Sightless Strike", :option-pack "Player's Companion", :traits [{:description "You have advantage on checks related to making/repairing bows or arrows. Also, you can spend 2 ki points to cast Hunter's Mark as a bonus action.", :level 3, :name "Bow Initiate"} {:description "Once per turn, when you hit a creature with a monk weapon or an unarmed strike, you can spend a ki point to inflict one of the following effects in addition to the normal damage:: \n Disarm. The target must succeed on a Strength saving throw or drop one item of your choice that it is holding. \n Disorient. The target must succeed on an Intelligence saving throw. If it fails, it can’t take reactions until the end of your next turn. \n Pin. The target must make a Dexterity saving throw. If it fails, until the end of its next turn, its speed becomes 0, and it can’t benefit from any bonus to its speed. \n Rattle. The target must succeed on a Charisma saving throw, or it has disadvantage on Charisma checks for 1 minute. \n Scare. The target must succeed on a Wisdom saving throw or it is frightened of you until the end of your next turn. \n Wound. The target must make a Constitution saving throw. If it fails, until the start of its next turn, it cannot regain hit points and has disadvantage on Constitution ability checks and saving throws.\n:: You can spend additional ki points on this effect, inflicting an extra 1d8 damage for every ki point spend beyond the first. The maximum number of ki points you can spend on this feature per turn = your proficiency modifier.", :level 3, :name "Targeted Strike"} {:description "You can substitute your Wisdom modifier for your Dexterity or Strength modifier when making an attack roll with a ranged weapon.", :level 6, :name "Meditative Aim"} {:description "You have blindsight within a 10ft radius, and you can add your Wisdom modifier to your initiative rolls. Also, you can spend 3 ki points to cast Detect Thoughts, Find Traps, or See Invisibility.", :level 6, :name "Eyeless Sight"} {:description "Once per turn when you miss with an unarmed strike or a monk weapon during your turn, you can immediately make an additional attack. In addition, if you are able to hear, you are aware of the location of any hidden or invisible creatures within 10ft of you.", :level 17, :name "Blind Mastery"}]}, :college-of-disquiet {:class :bard, :key :college-of-disquiet, :level-modifiers [{:level 3, :type :weapon-prof, :value :martial} {:level 3, :type :skill-prof, :value :insight} {:level 3, :type :skill-prof, :value :intimidation} {:level 3, :type :spell, :value {:ability :cha, :key :hex, :level 1}}], :name "College of Disquiet", :option-pack "Player's Companion", :traits [{:description "You are proficient with all martial weapons that do not have the two-handed or heavy property, and with Intimidation and Insight. If you are already proficient in one of these skills, you can choose a tool instead. You can cast the Hex spell, which doesn't count against your known bard spells. While a creature is the target of your Hex, you have advantage on Intimidation and Insight checks against the creature.", :level 3, :name "Rudiments of Terror"} {:description "When an ally hits a creature you can see or hear with an attack, you can expend a use of Bardic Inspiration to inflict extra Psychic damage = the result rolled on your Inspiration die. In addition, when you deal extra damage with your Hex spell, you can choose for that damage to be psychic instead of necrotic.", :level 3, :name "Inspire Dread"} {:description "Once per turn when you inflict psychic damage with a cantrip, spell, weapon, or feature, you can choose one creature that took damage. That target must roll a Wis save against your spell DC or become frightened until the end of your next turn.", :level 6, :name "Wordless Threat"} {:description "You are immune to the frightened condition. When you target a creature with your Hex spell and you choose to affect their Wisdom, they have disadvantage on Wisdom saving throws as well.", :level 14, :name "Frightful Curse"}]}, :thief-taker {:class :ranger, :key :thief-taker, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :cause-fear, :level 1}} {:level 5, :type :spell, :value {:ability :wis, :key :detect-thoughts, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :slow, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :locate-creature, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :legend-lore, :level 5}} {:level 3, :type :skill-prof, :value :insight} {:level 3, :type :skill-prof, :value :investigation} {:level 3, :type :skill-prof, :value :perception}], :name "Thief Taker", :option-pack "Player's Companion", :traits [{:description "You learn spells at certain levels in this class. These spells don't count against your total known spells. Additionally, when you gain this feature you can choose to use INT instead of WIS as your spellcasting modifier.", :level 3, :name "Thief Taker Magic"} {:description "Whenever you fail an Intelligence or Wisdom check that you're proficient in, you can spend a spell slot to reroll, gaining a bonus to the 2nd roll = 2d4 + the level of the spell slot. You must use the second roll.", :level 3, :name "Detect & Deduce"} {:description "As a bonus action, you can force a creature you can see that isn't incapacitated to make a CHA saving throw against your spell save DC. The target has disadvantage on this saving throw if it is your favored enemy. If the target fails, once per turn you can roll 1d6 and add the result to one of the following rolls of your choice::  A damage roll against the target.\n A Charisma check to influence the target.\n An Intelligence or Wisdom check to discern\ninformation about the target. :: These benefits last until you target a different creature with this feature or until you finish a rest.", :level 3, :name "Penetrating Insight"} {:description "When you use Penetrating Insight on a creature you have spent at least 1 minute interacting with or observing outside of combat during the last hour, it has disadvantage on the CHA saving throw. Also, when you use Penetrating Insight on a creature, you also learn if the creature is your equal, superior, or inferior in regards to two of the following characteristics of your choice ::  An ability score of your choice\n Armor Class\n Current hit points\n Total class levels (if any)\n Levels in a particular class (if any) :: At the DM’s option, you might also deduce a fact\nabout the creature’s history or one of its personality\ntraits.\n", :level 7, :name "Penetrating Deduction"} {:description "While you are within 1,000ft of any settlement that has a population of 100+, you gain all the benefits of being in your favored terrain.", :level 7, :name "Urban Hunter"} {:description "When a creature that is the target of your Penetrating Insight misses you with an attack, they provoke an opportunity attack from you. Also, all Deception checks against you are made with disadvantage.", :level 11, :name "Twenty Moves Ahead"} {:description "While a creature that you have successfully used your Penetrating Insight on within the last hour is also the target of a spell you've cast and are maintaining concentration on, you have advantage on attacks and Insight checks against that creature.", :level 15, :name "Reliable Insight"}]}, :college-of-grandeur {:class :bard, :key :college-of-grandeur, :level-modifiers [{:level 3, :type :armor-prof, :value :shields} {:level 3, :type :tool-prof, :value :calligraphers-supplies}], :name "College of Grandeur", :option-pack "Player's Companion", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}}}, :traits [{:description "You can pick from the following spells, in addition to those from the bard spell list.\n{1st: bless, command, detect poison and\ndisease, heroism, purify food and drink,\nsanctuary, shield of faith}\n{2nd: aid, find steed, magic weapon, protection\nfrom poison, warding bond}\n{3rd: beacon of hope, crusader's mantle,\ndaylight, revivify}\n{4th: death ward, dominate beast,\nMordenkainen's private sanctum}\n{5th: hallow, reincarnate}", :level 3, :name "Magic of Thrones"} {:description "You can use an emblem engraved into your shield as a spellcasting focus. The emblem must be a crest, symbol, or sigil of personal significance to you.", :level 3, :name "Commanding Prowess"} {:description "As a bonus action, you can spend a spell slot to give temporary HP to an ally within 30 feet who can hear you. The ally gains temporary HP = 1d4 + your Charisma modifier for a 1st-level spell slot, plus 1d4 for each spell level higher than 1st. They also gain advantage on Wisdom or Intelligence saving throws until the end of your next turn. After using this feature, you can immediately take your action to expend a use of Bardic Inspiration to allow the target to move up to 1/2 its walking speed and make a weapon attack as a reaction.", :level 3, :name "Majestic Word"} {:description "You can Help as a bonus action. When a creature hits you with melee attack, it provokes opportunity attacks from your allies within 5ft of it. When an attack gains advantage from your Help action, the attacker gains temporary HP = your Cha modifier if the attack hits.", :level 6, :name "Inspire Defenders"} {:description "While creature's have temporary HP from your Majestic Word or Inspire Defenders features, it gains resistance to psychic damage and has advantage on Con saving throws. You can use the Help action to assist an ally in attacking a creature from up to 30 ft away if you can see or hear both the target and your ally.", :level 14, :name "Leader's Destiny"}]}, :exorcism-domain {:class :cleric, :cleric-spells {1 {0 :protection-from-evil-and-good, 1 :shield}, 2 {0 :branding-smite, 1 :enthrall}, 3 {0 :counterspell, 1 :magic-circle}, 4 {0 :banishment, 1 :mordenkainens-private-sanctum}, 5 {0 :dispel-evil-and-good, 1 :modify-memory}}, :key :exorcism-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Exorcism Domain", :option-pack "Player's Companion", :traits [{:description "You gain proficiency with one martial weapon of your choice.", :name "Bonus Proficiencies"} {:description "As a bonus action when you hit an enemy with an attack roll, you can force the target to make an Int saving throw. On a failed save, it takes 1d6 psychic damage, and you grant divine protection to an ally within 30 ft. Until the end of its next turn, the next time the target attacks the protected ally or forces them to make a saving throw, it takes 1d10 radiant damage. At 11th level, you add your proficiency bonus to both the psychic and radiant damage.", :name "Anointed Defender"} {:description "As a bonus action, you can use your Channel Divinity to present your holy symbol and force one aberration, celestial, elemental, fey, fiend, or undead creature of your choice within 30 ft to make a Charisma saving throw. On a failed save, for 1 minute it suffers the following effects:: \n It can’t take reactions.\n It has disadvantage on attack that don’t target you.\n Creatures other than you have advantage on saving throws the target forces them to make.\n At the end of each of the target's turns, it takes radiant damage = 1d8 + your Wisdom modifier if it has damaged a creature besides you since the end of your previous turn.\n::This effect ends if a creature friendly to you damages the target or casts a harmful spell on it.", :level 2, :name "Channel Divinity: Exorcist's Sanction"} {:description "You can cast a special version of the Detect Good & Evil spell at will without using a spell slot. This version has a casting time of 1 bonus action, doesn't require concentration, and has a duration of 1 round. This version lasts until the end of your next turn.", :level 2, :name "Vigilant Sense"} {:description "As a reaction when a friendly creature within 10 ft rolls a saving throw, you can add a d8 to their saving throw. You can do so after seeing the roll but before any of the roll's effects occur. If the creature succeeds their saving throw, they cannot benefit from this feature until the next time you complete a rest. In addition, when a creature fails its saving throw against your Exorcist's Sanction, creatures other than you have resistance to the target's attacks until the start of your next turn.", :level 6, :name "Protective Prayers"} {:description "Once per turn, when you hit a creature with an attack roll, you can deal an extra 1d4 force damage to the target, and the target cannot benefit from being invisible until the end of your next turn. If the target is a aberration, celestial, elemental, fey, fiend, or undead, it takes extra damage = your Wisdom modifier. At 14th level, the damage increases to 2d4.", :level 8, :name "Abjuring Strike"} {:description "You have advantage on Constitution saving throws while you are maintaining concentration on an abjuration spell, and aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on saving throws against your abjuration spells.", :level 17, :name "Divine Abjuration"}]}, :animal-lord {:class :warlock, :key :animal-lord, :level-modifiers [], :name "Animal Lord", :option-pack "Player's Companion", :profs {:skill-options {:options {:animal-handling true, :athletics true, :insight true, :nature true, :perception true, :survival true}}}, :traits [{:description "You learn to speak, read, and write Sylvan. You add your CHA modifier to all Animal Handling, Perception, and Survival checks. Beasts understand your speech clearly, and you can understand them as per the Speak with Animals spell. When you meet new beasts of the same type as your patron, their initial attitude is always friendly.", :name "Beastlands Lore"} {:description "When you use a warlock spell slot to cast a spell, you can magically channel energies of the Beastlands, placing either a Boon or a Curse on a creature of your choice within 30ft that isn't behind total cover. If you choose a Boon, the target gains temporary HP = your proficiency bonus + your warlock level, and it has advantage on WIS checks and saving throws while it still has temporary HP from this feature. If you choose a Curse, you gain advantage on opposed ability checks against the target, and the first time you inflict damage on the cursed target each turn, it takes extra damage = your proficiency bonus and its speed is reduced on 10ft. These effects last 1 minute, or until you are incapacitated or use this feature again.", :name "Omen of the Animal Lord"} {:description "Your patron grants you or your familiar spectral claws or other natural weapons of your patron's type. As a bonus action you can target a creature within 5ft that you have hit with an attack roll since the end of your last turn. That creature must succeed a DEX saving throw against your spell save DC. If it fails by 5 or more, it falls prone in addition to taking the damage. If this damage reduces a creature to 0 HP, you gain temporary HP = your CHA bonus + 1/2 your Warlock level.", :level 6, :name "Bestial Fury"} {:description "When a creature is a target of your Hex spell or another Warlock feature that curses, or if a creature has taken psychic damage from your Bestial Fury feature since the start of your last turn, your concentration on a spell can't be broken by damage from that creature. Also, when that creature makes a melee attack against you, you can use your reaction to cast a cantrip targeting yourself or the creature. The cantrip must have a casting time of 1 action. Being within 5ft doesn't impose disadvantage on the attack roll for this cantrip.", :level 10, :name "Instinctive Curse"} {:description "When a creature you see moves within 5ft of you, enters the range of your weapon, or reduces a beast you see within 60ft to 0 HP, you can use your reaction to cast Polymorph without using a spell slot or material components. You can only target yourself or the creature that triggered this reaction, and this casting is at 7th-level. If you have the Pact of the Chain option, you can also use this reaction when a creature attacks your familiar. (Once/long rest) ", :level 14, :name "Transforming Reciprocity"}], :warlock-spells {1 {0 :command, 1 :sleep}, 2 {0 :animal-messenger, 1 :enhance-ability}, 3 {0 :conjure-animals, 1 :catnap}, 4 {0 :dominate-beast, 1 :guardian-of-nature}, 5 {0 :awaken, 1 :steel-wind-strike}}}, :oath-of-the-aegis {:class :paladin, :key :oath-of-the-aegis, :level-modifiers [], :level-selections [{:level 3, :num 2, :type :arcane-cantrips} {:level 9, :type :aegis-aura-effect}], :name "Oath of the Aegis", :option-pack "Player's Companion", :paladin-spells {1 {0 :detect-magic, 1 :shield}, 2 {0 :misty-step, 1 :warding-bond}, 3 {0 :counterspell, 1 :dispel-magic}, 4 {0 :death-ward, 1 :dimension-door}, 5 {0 :conjure-elemental, 1 :teleportation-circle}}, :traits [{:description "As a bonus action, you can use your Channel Divinity to infuse your weapon with energy for 1 minute. The next time you hit a target with a weapon attack made as part of casting a cantrip (Green-Flame Blade, etc.) the target takes additional radiant damage = 2d8 + your paladin level. Also, the next time the target tries to cast a spell before the end of its next turn, it must succeed a CON saving throw against your spell DC or the spell fails and has no effect.", :level 3, :name "Channel Divinity: Spellfire Blade"} {:description "As a reaction when you make a successful saving throw against a spell or a spell attack misses you, you can use your Channel Divinity to reflect the spell. Choose the spellcaster or another creature within 30ft. The spell targets that creature, and they must make their own saving throw. If the spell was an attack, the same attack roll is rerolled against that creature.", :level 3, :name "Channel Divinity: Spellfire Shield"} {:description "As a reaction when you use your Divine Smite feature, you can imbue your weapon with antimagic energy. If the target takes damage from the attack, any spell effecting the target ends if it is of a spell level lower than the spell slot of your Smite. Also, if the target is concentrating on a spell, the DC of the saving throw to maintain concentration = your paladin spell DC or 1/2 the damage inflicted, whichever is higher. (Twice/rest)", :level 3, :name "Spellshatter"} {:description "When you cast a cantrip you chose as part of this feature, you can expend 10 HP from your Lay On Hands pool to change the casting time to 1 bonus action.", :level 3, :name "Arcane Cantrips"} {:description "Whenever a friendly creature within 10ft of you is the target of an opportunity attack, that attack is made with disadvantage. At 18th level, the range of this aura becomes 30ft.", :level 7, :name "Aegis Aura"} {:description "You learn one cantrip and one spell of 4th-level or lower from the Wizard spell list. That spell is added to your oath spells list. Also, when you use your action to cast a cantrip, you can make a weapon attack as a bonus action.", :level 15, :name "Mystic Champion"} {:description "As an action, you wreath yourself in a maelstrom of blue spellfire. For 1 minute, you gain the following benefits::  You can teleport up to your walking speed as a bonus action.\n Hostile creatures within 30 feet of you have disadvantage on saving throws against spells you cast, and take a -5 penalty on Constitution saving throws to maintain concentration on a spell.\n When you use your action to cast a spell, you can make one weapon attack as a bonus action.\n When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. ::\n(Once/long rest)", :level 20, :name "Living Spellfire"}]}, :path-of-the-ravager {:class :barbarian, :key :path-of-the-ravager, :level-modifiers [], :name "Path of the Ravager", :option-pack "Player's Companion", :profs {:skill-expertise-options {:choose 2, :options {:animal-handling true, :athletics true}}, :skill-options {:choose 2, :options {:animal-handling true, :athletics true}}}, :traits [{:description "Instead of the proficiencies you gain at level 3, you can choose to replace one or both with the following: navigator's tools, one type of artisan's tools, or one type of vehicle. You have expertise with these proficiencies.", :level 3, :name "Ravaging Ways"} {:description "You gain a +1 bonus to AC and a climbing bonus = your walking speed if you aren't wearing medium or heavy armor. While raging, if you move more than 20 ft to hit a target with a melee attack on your turn, you can use a bonus action to force the target to make a Wis saving throw (DC = 8 + your proficiency bonus + your Cha modifier). On a failure, it is frightened of you until the end of your next turn.", :level 3, :name "Swift Raider"} {:description "You can see up to 1 mile away with no difficulty, discerning fine details as if you were no more than 100 ft away. In addition, when you would roll a Perception check or Wisdom saving throw with disadvantage, you roll normally instead.", :level 6, :name "Defiant Gaze"} {:description "Once per turn when you hit a creature with a weapon attack, and it's attacked you within the last minute, you can inflict an extra 1d10 damage to it. If you inflict this damage while raging, the target must succeed a Wis save or become frightened of you until the end of your next turn. (DC = 8 + proficiency + Cha modifier)", :level 10, :name "Brutal Reprisal"} {:description "While you are raging, frightened creatures within 5 ft have disadvantage on Wis saving throws and provoke an opportunity attack from you whenever they make an attack roll.", :level 14, :name "Inescapable Fear"}]}, :prophecy-domain {:key :prophecy-domain, :level-modifiers [{:type :spell, :value {:ability :wis, :key :guidance}} {:type :spell, :value {:ability :wis, :key :vicious-mockery}} {:type :skill-prof, :value :insight} {:type :skill-prof, :value :religion} {:level 3, :type :spell, :value {:ability :wis, :key :find-steed, :level 2}}], :name "Prophecy Domain", :option-pack "Player's Companion", :cleric-spells {1 {0 :embrace-destiny, 1 :guiding-bolt}, 2 {0 :detect-thoughts, 1 :see-invisibility}, 3 {0 :bestow-curse, 1 :clairvoyance}, 4 {0 :arcane-eye, 1 :divination}, 5 {0 :commune, 1 :dream}}, :level-selections [{:type :oracles-burden}], :class :cleric, :profs {:skill-expertise-options {:choose 2, :options {:insight true, :intimidation false, :religion true}}}, :traits [{:description "You have disadvantage on saving throws against exhaustion. If your chosen Oracle's Burden allows you to roll a die and add the result to a d20 roll, you can do so before or after the roll is made, but before the result is determined. At 3rd level, your deity sends you aid, allowing you to cast Find Steed at will without using a spell slot.", :name "Oracle's Burden"} {:description "You can use your Channel Divinity to cast Embrace Destiny without using a spell slot, changing the casting time to 1 bonus action for this casting. The duration of the spell changes to 1 hour for this casting, and the new duration doesn't require concentration.", :level 2, :name "Channel Divinity: Soothsaying"} {:description "As a bonus action, you can enable an ally to reroll an attack roll, saving throw, or ability check within the next hour. They must choose to reroll after they roll, but before the result is determined. They must use the second result. (Once/rest)", :level 6, :name "Cryptic Advice"} {:description "You add your Wis modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "When you cast a divination or enchantment spell with a casting time of 1 action, you can immediately spend a Hit Die (you don't regain HP) to change the casting time to 1 bonus action. In addition, the range of the Guidance cantrip increases to 30 ft.", :level 17, :name "Prophetic Vision"}]}, :acrobat {:class :rogue, :key :acrobat, :level-modifiers [], :name "Acrobat", :option-pack "Player's Companion", :traits [{:description "When you take the Dash action during your turn, opportunity attacks against you are made with disadvantage and you increase your walking speed by 10ft.", :level 3, :name "Tumbling Mobility"} {:description "When you aren't wearing armor and your speed is not reduced in any way, you gain the following benefits :: \n You gain a +1 bonus to Armor Class.\n You gain a climbing speed equal to your walking\nspeed.\n You gain advantage on Dexterity (Acrobatics)\nchecks and on Strength (Athletics) checks to\nclimb or jump.\n If you have a quarterstaff in hand, or a pole taller\nthan you are, your jumping distance is doubled,\nand when you take the Dash action you ignore\ndifficult terrain until the end of your turn.\n Once during your turn, when you make a\nmelee attack, you can make the attack\nroll with advantage if you are 10 or\nmore feet away from where you\nwere at the start of your turn.", :level 3, :name "Unarmored Athlete"} {:description "You gain resistance to all damage from falling. If you inflict your sneak attack damage on a target on your turn, that target cannot make opportunity attacks against you, and you can move through the creature's space until the end of the turn.", :level 9, :name "Acrobatic Footwork"} {:description "As a reaction when you are targeted by an attack while a creature within 5ft is granting you cover against that attack, you can have the attack target that creature instead.", :level 13, :name "Misdirection"} {:description "As an action you can make attacks against any number of creatures within 5ft of you. Also, when a creature makes an opportunity attack against you, you can make an opportunity attack.", :level 17, :name "Deadly Maneuvers"}]}, :circle-of-the-equinox-spring- {:class :druid, :key :circle-of-the-equinox-spring-, :level-modifiers [{:level 10, :type :damage-resistance, :value :psychic} {:level 10, :type :damage-resistance, :value :necrotic} {:level 2, :type :spell, :value {:ability :wis, :key :hunters-mark, :level 1}} {:level 3, :type :spell, :value {:ability :wis, :key :enthrall, :level 2}} {:level 5, :type :spell, :value {:ability :wis, :key :tongues, :level 3}} {:level 7, :type :spell, :value {:ability :wis, :key :aura-of-life, :level 4}} {:level 9, :type :spell, :value {:ability :wis, :key :flame-strike, :level 5}} {:level 11, :type :spell, :value {:ability :wis, :key :ottos-irresistible-dance, :level 6}} {:level 13, :type :spell, :value {:ability :wis, :key :etherealness, :level 7}}], :name "Circle of the Equinox (Spring)", :option-pack "Player's Companion", :traits [{:description "You have a pool of d8's = your Druid level. When you deal damage to one or more creatures with a spell, unarmed strike, or a natural weapon attack, you can increase the damage by spending dice from your pool. You can spend a number of dice = 1/2 your druid level or less. The damage is equal to the total number rolled, and its type is Radiant. When the target is an undead, you roll d10's when rolling damage. At 5th level, as a bonus action you can touch a creature and heal it by spending dice from your dice pool. The maximum number of dice you can spend at once = your Wisdom modifier. The target heals HP = the total rolled.", :level 2, :name "Balancing Strike"} {:description "Whenever you finish a long rest, you can choose one Aspect of the Equinox: Autumn or Spring. Your Aspect affects what additional spells you have access to, the damage type and effects of your Balancing Strike, and the resistances you acquire at 10th level.", :level 2, :name "Aspect of the Equinox"} {:description "You can transform into the following creatures with Wild Shape, and you unlock extra creatures at later levels. When you transform into one of these creatures, you can do so as a bonus action::\n{Lvl 6- Cockatrice, Hunter Shark} {Lvl 8- Carrion Crawler, Hippogriff} {Lvl 9- Hook Horror, Owlbear} {Lvl 12- Chuul, Manticore} {Lvl 15- Bulette, Gorgon} {Lvl 18- Chimera, Wyvern}", :level 6, :name "Monstrous Shapes"} {:description "You are immune to the Frightened and Charmed conditions.", :level 10, :name "Master of the Old Ways"} {:description "Whenever a creature hits you with an attack, that creature takes psychic damage = your Wisdom modifier if you're not incapacitated. In addition, when you roll initiative and have no Balancing Strike dice remaining, you regain two Balancing Strike dice.", :level 14, :name "Restore Balance"}]}, :circle-of-the-equinox-autumn- {:class :druid, :key :circle-of-the-equinox-autumn-, :level-modifiers [{:level 10, :type :damage-resistance, :value :psychic} {:level 10, :type :damage-resistance, :value :fire} {:level 2, :type :spell, :value {:ability :wis, :key :hex, :level 1}} {:level 3, :type :spell, :value {:ability :wis, :key :misty-step, :level 2}} {:level 5, :type :spell, :value {:ability :wis, :key :speak-with-dead, :level 3}} {:level 7, :type :spell, :value {:ability :wis, :key :greater-invisibility, :level 4}} {:level 9, :type :spell, :value {:ability :wis, :key :cone-of-cold, :level 5}} {:level 11, :type :spell, :value {:ability :wis, :key :circle-of-death, :level 6}} {:level 13, :type :spell, :value {:ability :wis, :key :etherealness, :level 7}}], :name "Circle of the Equinox (Autumn)", :option-pack "Player's Companion", :traits [{:description "You have a pool of d8's = your Druid level. When you deal damage to one or more creatures with a spell, unarmed strike, or a natural weapon attack, you can increase the damage by spending dice from your pool. You can spend a number of dice = 1/2 your druid level or less. The damage is equal to the total number rolled, and its type is Cold. When the target is a humanoid, you roll d10's when rolling damage. At 5th level, when you use your Balancing Strike, you can use a bonus action and a 3rd level spell slot to cast Bestow Curse on the target.", :level 2, :name "Balancing Strike"} {:description "Whenever you finish a long rest, you can choose one Aspect of the Equinox: Autumn or Spring. Your Aspect affects what additional spells you have access to, the damage type and effects of your Balancing Strike, and the resistances you acquire at 10th level.", :level 2, :name "Aspect of the Equinox"} {:description "You can transform into the following creatures with Wild Shape, and you unlock extra creatures at later levels. When you transform into one of these creatures, you can do so as a bonus action::\n{Lvl 6- Cockatrice, Hunter Shark} {Lvl 8- Carrion Crawler, Hippogriff} {Lvl 9- Hook Horror, Owlbear} {Lvl 12- Chuul, Manticore} {Lvl 15- Bulette, Gorgon} {Lvl 18- Chimera, Wyvern}", :level 6, :name "Monstrous Shapes"} {:description "You are immune to the Frightened and Charmed conditions.", :level 10, :name "Master of the Old Ways"} {:description "Whenever a creature hits you with an attack, that creature takes psychic damage = your Wisdom modifier if you're not incapacitated. In addition, when you roll initiative and have no Balancing Strike dice remaining, you regain two Balancing Strike dice.", :level 14, :name "Restore Balance"}]}, :academic-lore {:class :wizard, :key :academic-lore, :level-modifiers [{:level 2, :type :skill-prof, :value :arcana} {:level 2, :type :skill-prof, :value :history}], :level-selections [{:level 2, :num 2, :type :spellcasting-secrets-lvl-2-} {:level 7, :type :spellcasting-secrets-lvl-7-} {:level 13, :type :spellcasting-secrets-lvl-13-} {:level 17, :type :spellcasting-secrets-lvl-17-}], :name "Academic Lore", :option-pack "Player's Companion", :profs {:skill-expertise-options {:choose 2, :options {:arcana true, :history true}}}, :traits [{:description "When you make an INT check that doesn't include your proficiency bonus, add 1/2 your proficiency bonus, rounded down, to that roll.", :level 2, :name "Academic Education"} {:description "When you use a spell slot to cast a spell that deals one of your chosen damage types, you can substitute that damage type with damage type you selected. :: When you use a spell to cast a spell that requires a saving throw, you can change the saving throw from its normal ability score to your choice of DEX, CON, or WIS. (Once/rest)", :level 2, :name "Spellcasting Secrets"} {:description "You can alter your prepared spells in the following ways by expending additional spell slots ::  When you cast a spell, you can spend an extra spell slot to double the range of a spell, or to increase the range of a touch spell to 30ft. ::  When you cast a spell that involves a damage roll on the same turn, you can spend an extra spell slot to add 2d8 to one damage roll against a one target of that spell. You can spend any number of extra spell slots to apply this damage bonus to another one of the spell's targets, one spell slot per additional target. ::  If the spell you cast forces a creature to make a saving throw, you can spend an extra spell slot of 3rd-level or higher to give one target of the spell disadvantage on its first saving throw made against the spell.", :level 6, :name "Metamagic"} {:description "Once you purchase an arcane focus that costs 25gp more than normal, you can access your arcane guild's Spellpool. Using the Spellpool, you can attempt to prepare a spell that is not in your spellbook. As an action, roll a percentile dice to see if a spell is available. The chance of a particular spell being available = 60% + your Wizard level - 5% per level of the spell. You cannot check for a spell that you do not have a spell of the same level or higher in your book. :: You can check for spells that aren't part of the Wizard spell list, but the chance is reduced by 25%. :: If the spell is available, you can prepare it as if it were in your spellbook. If not, you cannot check for that spell until your next long rest. There is no limit to the number of spells you can search for, but you can only prepare a number = your proficiency bonus. For each spell you prepare in this way, you must donate a spell of the same or higher level. A donated spell cannot be prepared until your next long rest. :: All spells prepared from the Spellpool are returned to it at the end of your next long rest. ", :level 10, :name "Spellpool"} {:description "As an action or a bonus action, you can check the Spellpool for one particular spell. When you check the availability in this way, you can roll the % dice twice, taking either result. :: If the spell is available, you instantly swap it for another of your prepared spells of an equal or higher level, which you donate. (Once/long rest)", :level 14, :name "Instant Preparation"}]}, :janissary {:class :fighter, :key :janissary, :level-modifiers [{:level 18, :type :damage-resistance, :value :psychic}], :level-selections [{:level 3, :type :favored-climate} {:level 10, :type :legion-enemy} {:level 18, :type :legion-enemy}], :name "Janissary", :option-pack "Player's Companion", :traits [{:description "When you use the Help action to give an ally advantage on an attack, if they hit they deal extra damage = your proficiency bonus. In addition, when you hit a creature with a melee attack, you can mark a creature until the end of your next turn. This effect ends early if you are incapacitated, or if someone else marks the creature. While a creature marked by you is within 5ft of you, it has disadvantage on any attack roll that doesn't include you, and you can Help as a bonus action to assist an ally in striking the creature.", :level 3, :name "Stalwart Ally"} {:description "You've attained a power reputation in the alliance you serve, developing a mein of authority. This may be denoted in a mark or title that denotes your position. These marks of authority combined with your warlike demeanor serve as a stern warning, even to mindless beasts. You have advantage on Intimidation checks against creatures that can see your face, and you have advantage on all Charisma checks against members of any organized military hierarchy.", :level 7, :name "Marks of Rank"} {:description "When an ally fails a death save, if you have no uses of your Action Surge ability remaining, you regain one use of the ability. If the death save is the second save that the ally has failed, you also regain the use of your Second Wind ability if you have no uses left. Also, as long as you have an ally within 30ft of you, you cannot be charmed or frightened, and you cannot be forced to sleep by magic unless you choose to.", :level 15, :name "Unyielding Comrade"} {:description "You are proficient in Wisdom saves, and you have advantage on attacks against enemies within 5ft of a friendly creature.", :level 18, :name "Honored Commander"} {:description "As a Janissary, part of your identity is being part of a larger organization. Pg. 41 of the source document provides several downtimes activities based on your level that can increase your interaction with your organization.", :level 3, :name "Janissary Downtime Features"}]}, :tempest-warden {:class :ranger, :key :tempest-warden, :level-modifiers [{:level 5, :type :spell, :value {:ability :wis, :key :see-invisibility, :level 2}} {:level 5, :type :spell, :value {:ability :wis, :key :warding-bond, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :aegis-of-ensnarement, :level 3}} {:level 9, :type :spell, :value {:ability :wis, :key :magic-circle, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :heros-defiance, :level 4}} {:level 13, :type :spell, :value {:ability :wis, :key :stone-shape, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :awaken, :level 5}} {:level 17, :type :spell, :value {:ability :wis, :key :commune-with-nature, :level 5}} {:level 3, :type :spell, :value {:ability :wis, :key :earth-tremor, :level 1}} {:level 3, :type :spell, :value {:ability :wis, :key :hunters-mark, :level 1}}], :level-selections [{:level 3, :num 2, :type :tempest-warden-cantrips}], :name "Tempest Warden", :option-pack "Player's Companion", :traits [{:description "At certain levels you gains spells from this subclass, these spells don't count against the total spells you know. If you already know Hunter's Mark, you can learn another 1st-level Ranger spell of your choice.", :level 3, :name "Tempest Warden Spells"} {:description "Once per turn you can deal 1d4 thunder damage, by one of the following means:: \n When you hit a creature with a weapon attack, you can inflict your Fury damage as extra damage on that attack. When you deal your Fury damage in this way as part of a reaction, you add your proficiency bonus to that damage, and the target cannot take reactions or the Disengage action until the end of its next turn.\n When you hit a creature with a weapon attack while wielding melee weapons in each hand, you can deal your Fury damage to a different creature that you can see within 5ft of you or the original target.\n At the start of your turn, if you haven't used a reaction since the start of your last turn and you are wielding melee weapons in each hand, you can deal your Fury damage to a target within 5ft without having to attack.\n::At 7th level, the damage increases to 2d4, but whenever you deal damage in this way, it creates a loud echo that can be heard 60ft away.", :level 3, :name "Warden's Fury"} {:description "You learn a 10-minute ritual that replaces the core of 1-2 of your weapons with a core of fey-steel until you complete a long rest. For the duration, whenever you inflict your Warden's Fury damage while wielding one of these weapons, you can force the target to make a CHA saving throw against your Ranger spell DC. If they fail, you can teleport them 5ft into an unoccupied space, and you can choose to move into their previous space. :: Also, as part of the ritual you select a damage type from the Warden's Fury Damage table on pg.62 of the source document, based on the surrounding terrain or one of your favored terrains. When you deal your Warden's Fury damage, you can choose to deal this damage type instead of thunder damage. :: Finally, when you have one of these weapons on you, you can use your CON or WIS modifier instead of your DEX modifier when determining your AC. All of this feature end when you perform the ritual again. ", :level 7, :name "Rite of the Fey Blade"} {:description "Whenever you finish a rest, you can choose to do one of the following instead of spending or regaining Hit Dice normally:: \n Spend a Hit Die to cast one of the following spells, targeting yourself only, as a 4th-level spell, without using a spell slot: dispel magic, freedom of movement, lesser restoration, meld into stone, or remove curse.\n Gain the ability to use your reaction to cast Aegis of Ensnarement at will as a 6th-level spell without using a spell slot when the target is affected by your Hunter’s Mark. After you reach 17th level, whenever you cast Aegis of Ensnarement in this way, you cast it as a 9th-level spell. You lose this benefit the next time you finish a rest.\n:: You cannot use this feature if you have no Hit Dice remaining.", :level 11, :name "Font of Life"} {:description "Whenever your feet are touching the ground, you have resistance to necrotic damage and advantage on all saving throws against effects that would push you or cause you to fall prone. You can also choose to deal necrotic damage with your Warden's Fury. If you deal necrotic damage with this feature during your turn, you gain temporary HP = 1/2 the necrotic damage dealt if you have less than half your maximum HP. When you reduce a target to 0 HP with an attack that inflicted this damage, you regain one spend Hit Die. While you have temporary HP from this feature, your skin resembles gray cracked bark. Whenever you want, you can lose your temporary HP and regain your normal appearance as a bonus action.", :level 15, :name "Autumn Reaper's Touch"}]}, :feywild-changeling {:class :sorcerer, :key :feywild-changeling, :level-modifiers [{:level 6, :type :saving-throw-advantage, :value :charmed} {:level 6, :type :saving-throw-advantage, :value :frightened}], :name "Feywild Changeling", :option-pack "Player's Companion", :traits [{:description "The energies of the Feywild still cling to you. When you make an attack roll, ability check, or saving throw, or when an attack is made against you, you can choose to roll an additional d20. You can choose to use this feature after the roll is made, but before the result is determined. You choose which of the rolls is used. When you use this feature, you can teleport 10ft as a bonus action before the end of your next turn. You can use this feature once, regaining the use the next time you roll initiative or complete a long rest.", :name "Battlefield Luck"} {:description "Whenever you cast a spell of 1st-level or higher, until the end of your turn you sense creatures with the shapechanger subtype within 1 mile of you. If one of these creatures is within 60ft of you and not behind total cover then you know its location and exact number.", :name "Courtier of the Fey"} {:description "You have resistance to damage from spells. When you take psychic or spell damage, you can spend 1 sorcery point to either teleport 30ft or turn invisible until the start of your next turn or until you attack or cast a spell.", :level 6, :name "Otherworldly Destiny"} {:description "Whenever you cast an enchantment, illusion, or transmutation spell, you can spend either 3 sorcery points or 2 luck points to gain the following benefits for 1 hour ::  You gain resistance to psychic and radiant\ndamage.\n You gain a flying speed equal to your walking\nspeed.\n You are immune to the charmed and frightened\nconditions.\n You can see the true form of any shapechanger or\ncreature concealed by illusion or transmutation\nmagic while the creature is within 30 feet of you\nand within line of sight. ::\nYou can end this effect early with a bonus action if\nyou wish.", :level 14, :name "Master of Feywild Sorcery"} {:description "When you use your Master of Feywild Sorcery, you can transform into a fey monarch, taking on the form of an Archfey. You gain the following benefit when using Master of Feywild Sorcery :: Whenever a creature attacks you or forces you to\nmake a saving throw, you can use your reaction to\nforce it to make a Wisdom saving throw. On a\nfailure, it takes psychic damage = 2d8 +\n1/2 your sorcerer level, and it is either charmed\nby you or frightened of you (your choice) until the\nend of your next turn. On a success, it takes 1/2 as\nmuch psychic damage, but suffers no other effect.", :level 18, :name "Faerie Monarch"}]}, :way-of-the-thousand-steps {:class :monk, :key :way-of-the-thousand-steps, :level-modifiers [], :level-selections [{:level 3, :num 3, :type :bonus-cantrips} {:level 17, :num 2, :type :infinite-speed-spells} {:level 3, :num 3, :type :quickening-disciplines-1st-tier-} {:level 6, :num 2, :type :quickening-disciplines-2nd-tier-} {:level 11, :num 2, :type :quickening-disciplines-3rd-tier-} {:level 17, :num 2, :type :quickening-disciplines-4rd-tier-} {:level 9, :type :bonus-cantrips-9th-level-} {:level 15, :type :bonus-cantrips-15th-level-}], :name "Way of the Thousand Steps", :option-pack "Player's Companion", :profs {:skill-expertise-options {:options {:sleight-of-hand false}}}, :traits [{:description "Whenever you spend 1 or more ki points, you can spend an 1 additional KP to gain the following benefits until the end of the current turn. :: You don't provoke opportunity attacks. Your walking speed increases by 10ft. You have a climbing speed = your walking speed. :: When you take the Dash action, you can spend 1 KP to gain these benefits. Also, when you cast a spell with a casting time of 1 action, you can spend 3 KP to change the casting time to 1 bonus action.", :level 6, :name "Falling Star Speed"} {:description "Some quickening disciplines allow you to spend additional ki points (KP) to create a more powerful effect; the maximum number of KP you can spend on one use of a discipline = your proficiency modifier. When you gain a level, you may replace one discipline you know with a different one.", :level 3, :name "Amplifying Discipline Spells"} {:description "Some quickening disciplines allow you to cast spells. These spells can be found in the PHB, XGE/EE, or the Player's Companion. Casting these spells follows the same rules for casting time and other rules, but you don't require material components. A discipline spell is cast at its lowest level, unless you spend extra KP to increase the level. The spell's level increases by 1 for each additional KP spent, but the maximum number of KP you can spend to increase the level = your proficiency bonus.", :level 3, :name "Casting Discipline Spells"} {:description "Some discipline spells require concentration, and follow the same rules for concentrating on a spell. While concentrating on a discipline, using another discipline that requires concentration will make you immediately lose concentration.", :level 3, :name "Concentrating on Discipline Spells"} {:description "As an action, you and up to six willing creatures of your choice that you can see are teleported up to 1 mile to a spot you can see. If there isn't enough space for all targets to occupy at the arrival point, creatures that cannot fit are not teleported. You cannot move a creature if its weight is greater than twice your carrying capacity. (Once/rest)", :level 11, :name "Move to Safety"}]}, :daggerspell-guardian {:class :rogue, :key :daggerspell-guardian, :level-modifiers [], :name "Daggerspell Guardian", :option-pack "Player's Companion", :traits [{:description "Change your Class to Rogue: Daggerspell Mage or Daggerspell Shaper. All of your Rogue class features are listed in that class.", :name "Subclass as a Class"}]}, :circle-of-the-standing-stones {:class :druid, :key :circle-of-the-standing-stones, :level-modifiers [{:level 2, :type :spell, :value {:ability :wis, :key :find-familiar, :level 1}} {:level 2, :type :spell, :value {:ability :wis, :key :mage-armor, :level 1}} {:level 3, :type :spell, :value {:ability :wis, :key :maximilian-s-earthen-grasp, :level 2}} {:level 3, :type :spell, :value {:ability :wis, :key :spike-growth, :level 2}} {:level 5, :type :spell, :value {:ability :wis, :key :aegis-of-assault, :level 3}} {:level 5, :type :spell, :value {:ability :wis, :key :meld-into-stone, :level 3}} {:level 7, :type :spell, :value {:ability :wis, :key :stone-shape, :level 4}} {:level 7, :type :spell, :value {:ability :wis, :key :stoneskin, :level 4}} {:level 9, :type :spell, :value {:ability :wis, :key :passwall, :level 5}} {:level 9, :type :spell, :value {:ability :wis, :key :wall-of-stone, :level 5}}], :name "Circle of the Standing Stones", :option-pack "Player's Companion", :traits [{:description "You can speak, read, and write Primordial (with a native's mastery of the Terran dialect). You also gain certain spells related to the earth element. These spells are always prepared and don't count against your total prepared spells. When you cast Find Familiar, your familiar is an elemental from the Elemental Plane of Earth. You can choose one of the normal forms, or you can choose a dust, magma, or mud mephit. When you take the attack action, you can forgo one of your attacks to allow your familiar to make an attack using their reaction.", :level 2, :name "Earth Spells"} {:description "As a reaction when you take damage, you can expend one spell slot to roll 1d6. Add your Wis modifier result, and reduce the damage by the total. For each spell slot above 1st, roll an additional d6 per spell level to a maximum of 5d6. When you reduce damage in this way, you gain advantage on saving throws that would push you or cause you to fall prone until the end of your next turn.", :level 2, :name "Stone Body"} {:description "As a bonus action, you can use your Wild Shape to transform into a Gargoyle. At 10th level, you can expend two uses of Wild Shape to transform into an Earth Elemental.", :level 6, :name "Elemental Shapes"} {:description "As a bonus action, choose one creature you see within 60 ft to protect for 1 minute. While this feature is active, you can use a reaction to protect that creature with your Stone Body feature. this feature lasts for the duration, or until you use it again or are incapacitated. In addition, when a creature you can see within 60 ft of you hits the protected target with a melee attack, if you and the attacker are both on or touching the same surface, you can use your reaction to cast Aegis of Assault without using a spell slot. This version of Aegis of Assault is cast at the highest spell level you have access to, doesn't require material components, and can be cast even in Wild Shape forms. ", :level 6, :name "Aegis of Earth"} {:description "As an action, you can touch an object or surface of natural or worked stone and know what types of creatures have been within 10ft of that stone in the past 24 hours. You can also learn the number of each type, but not their specific identities or the precise times. If you continue touching the object or surface while concentrating on it for 10 minutes, you also learn of any events that have occurred within 20ft of the object within the past hour. You can see and hear these events from the object's perspective, but can't use other senses.", :level 10, :name "Telling Stone"} {:description "When you use your Stone Body on yourself, you can choose to roll d4's to determine the damage reduced. If you do so, choose up to 2 creatures within 30 ft that are on the same surface as you and force them to make Dex saving throws against your spell save DC. Creatures that fail provoke opportunity attacks from creatures within 5ft of them, and take magical bludgeoning damage equal to the amount of damage reduced. If a creature fails by 5 or more, it also falls prone.", :level 14, :name "Earthshaking Stance"}]}, :abjurant-champion {:class :sorcerer, :key :abjurant-champion, :level-modifiers [{:type :armor-prof, :value :shields} {:type :weapon-prof, :value :simple} {:type :weapon-prof} {:type :spell, :value {:ability :cha, :key :shield-of-faith, :level 1}} {:level 3, :type :spell, :value {:ability :cha, :key :warding-bond, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :aegis-of-shielding, :level 3}} {:level 7, :type :spell, :value {:ability :cha, :key :death-ward, :level 4}} {:level 9, :type :spell, :value {:ability :cha, :key :wall-of-force, :level 5}} {:level 6, :type :num-attacks, :value 2}], :name "Abjurant Champion", :option-pack "Player's Companion", :traits [{:description "When you cast a spell of 1st-level or higher that is an abjuration spell or inflicts force damage, you can summon an invisible protective ward. The ward lasts until the next time you finish a rest. While the ward is active, damage you take from spells is reduced by 3. As a reaction when you take damage from something other than a spell, you can end the ward early to reduce the damage by 2d4 + your CHA modifier. If the damage is force damage, you roll 3d4 instead. (Once/rest)", :name "Force Ward"} {:description "Whenever you cast a spell of 1st-3rd level that is an abjuration spell or deals force damage, you regain 1 sorcery point. If the spell was one of the spells you gained from this subclass, you regain sorcery points = the spell's level.", :level 6, :name "Metamagic Defense"} {:description "When you use an action to cast an abjuration or evocation spell, you can make one weapon attack as a bonus action.", :level 14, :name "Martial Arcanist"} {:description "You can expend sorcery points for the following effects :: \n As a bonus action, you can expend up to 9 sorcery points to gain a bonus on the next attack roll you make during that turn. The bonus = the number of sorcery points spent. If the attack hits, it inflicts force damage against one target = your CHA bonus.\n When you take damage, you can use your reaction to expend up to 7 sorcery points, reducing that damage by 5 per sorcery point you spent. The damage is reduced by an additional 10 if any of the damage is force damage.\n When you or an ally are attacked by a creature within 30 feet of you that you can see, you can spend 3 sorcery points as a reaction to impose disadvantage on the attack roll. If the attack still hits, the target gains resistance to that damage.\n", :level 18, :name "Arcane Boost"}]}, :elementalist {:class :wizard, :key :elementalist, :level-modifiers [], :level-selections [{:level 2, :type :elemental-specialty}], :name "Elementalist", :option-pack "Player's Companion", :traits [{:description "You can speak, read, and write Primordial. The time and gold required to copy a spell into your spellbook that deals one of your Specialty damage types is halved. :: When you use a spell slot to cast a spell that deals acid, cold, force, fire, lightning, poison, necrotic, radiant, or thunder damage, you can substitute damage of one of those types with either of your Specialty damage types.", :level 2, :name "Inner Planes Scholar"} {:description "As a reaction when you take acid, bludgeoning, cold, fire, lightning, poison, radiant, or thunder damage, you gain resistance to all those damage types until the end of the current turn, including the triggering damage. When you do so, the creature that inflicted the damage takes magical damage = your proficiency bonus + 1/2 your Wizard level. You choose to type of damage from either of your Specialty damage types. :: When you hit with an unarmed strike, you add your proficiency bonus to the damage inflicted, and the target has disadvantage on the next DEX saving throw it makes against one of your spells or wizard class features before the end of your next turn. When you reach 13th level, you can apply this effect to a hit made with a simple weapon.", :level 6, :name "Bulwark of the Elements"} {:description "When you roll damage for a spell you cast that deals one of your Specialty damage types, you can spend a Hit Dice (without regaining HP) to reroll a number of damage dice = your INT modifier. You must use the new rolls. If the spell would damage multiple creatures, you can halve the damage to a number of creatures = the number of damage dice you rerolled.", :level 10, :name "Energy Channeling"} {:description "The climbing speed you gain from your Elemental Specialty lasts for 1 minute after you gain it. While you have this speed, your jumping distance is doubled, you can take the Dash or Disengage action as a bonus action, and you can run up or across anything that has any substance, even if it could not normally bear your weight (dust, snowflakes, etc.). You can move in this way in any direction, through any unoccupied space, as long as there is anything more substantial than air and it is not more than 40ft. above the ground. While you have these benefits, whenever you cast a spell that deals one of your Specialty damage types, you can add your INT modifier to one damage roll of that spell.", :level 14, :name "Rising Element Step"}]}, :path-of-the-wildrunner {:class :barbarian, :key :path-of-the-wildrunner, :level-modifiers [], :name "Path of the Wildrunner", :option-pack "Player's Companion", :traits [{:description "When you use a bonus action to enter a rage, you can emit a frightening howl as part of the same bonus action. One creature who can hear you within 30 feet must make a Wis save (DC = 8 + proficiency + Cha modifier). On a failure, it takes psychic damage = 1d6 + your proficiency bonus and cannot take reactions until the end of your turn. On a success, the creature takes 1/2 damage but suffers no other effects.\nIf a creature is within 5 ft of you when it takes damage from this feature, it suffers and extra 1d6 thunder damage. Your unmistakable battle cry can be heard up to 150 ft away.", :level 3, :name "Primal Scream"} {:description "While you are not wearing medium or heavy armor, you can Dash as a bonus action, and if you hit a creature with an unarmed strike while you are raging, you can choose to deal piercing damage = 1d4 + your Str modifier. A creature which takes this piercing damage has disadvantage on the next opportunity attack it takes before the start of your next turn.", :level 3, :name "Shifting Fang Strike"} {:description "When you use the Dash or Disengage action during your turn, moving through nonmagical difficult terrain costs you no extra movement until the end of that turn. Any ability checks made to track you is made with disadvantage, and you have advantage on Perception checks related to smell.", :level 6, :name "Hunter's Swiftness"} {:description "You are immune to being charmed, and when you use your Primal Scream, you call up a faerie fire-like effect that marks your foes. When you force a creature to roll a saving throw against your Primal Scream, each other creature of your choice within 10 ft of the creature must succeed a Wis save. Every creature that fails, including the original target, shed dim light in a 10-ft radius and can't benefit from being invisible until the end of your next turn. The next time before the end of your next turn against one of these creatures, you have advantage on the attack. ", :level 10, :name "Howl of the Feywild"} {:description "Your creature type changes to Fey. While raging, you gain advantage on saving throws against spells and resistance to damage from spells, and you can use a bonus action to teleport up to 20 ft.", :level 14, :name "Feyheart"}]}}, :orcpub.dnd.e5/monsters {:daolanin-earth-gen- {:description "tocky and thickly built, the daolanin (DAY-oh-lah-\nNEEN) have tan skin the color of sand and jet-black\nhair. They move heavily as if they can barely carry\ntheir own weight. They care little for wealth, instead\nviewing precious stones and jewelry as delicious\ntreats—as many mortal masters discover only after\nrather expensive meals.\nEarth gen are tactless and direct, caring nothing\nfor the feelings of others. They are ultimately selfish\ncreatures who grumble bitterly when bound into\nservice despite secretly finding it fulfilling. Daolanin\nhave no shame in expressing their own wants and\ndesires.", :key :daolanin-earth-gen-, :int 9, :speed "20ft, burrow 30ft., fly 30ft.", :name "Daolanin (Earth Gen)", :alignment "neutral evil", :cha 10, :hit-points {:die 4, :die-count 6, :modifier 6}, :type :elemental, :size :tiny, :option-pack "Player's Companion", :armor-class 13, :skills {:acrobatics 0, :athletics 4, :deception 0, :insight 3, :intimidation 2, :sleight-of-hand 0, :stealth 0, :survival 3}, :str 14, :challenge 1, :con 13, :dex 10, :wis 12, :props {:condition-immunity {:petrified true, :poisoned true}, :damage-immunity {:acid true, :lightning false, :poison true, :thunder false}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:auran false, :primordial true}}, :traits [{:description "The daolanin adapts to the normal environment on any elemental plane, and it can survive there indefinitely.", :name "Elemental Affinity"} {:description "If the daolanin dies, its body disintegrates into crystalline powder, leaving behind only equipment the daolanin was wearing or carrying.", :name "Elemental Demise"} {:description "The daolanin's innate\nspellcasting ability is Charisma. It can innately\ncast the following spell, requiring no material\ncomponents:\nAt will: plane shift (self only, to the Elemental or\nMaterial Planes)", :name "Innate Spellcasting"} {:description "Magic Resistance. The daolanin has advantage\non saving throws against spells and other magical\neffects.", :name "Magic Resistance"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft.,\none target. Hit: 7 (2d4 + 2) bludgeoning damage. A\ncreature hit by a fist attack must succeed on a DC\n12 Strength saving throw or fall prone.", :name "Fist", :type :action} {:description "The daolanin can burrow through nonmagical, unworked earth and stone. While doing so, it doesn't disturb the material it's moving through.", :name "Earthglide"} {:description "darkvision 60ft., tremorsense 30ft., passive Perception 11", :name "Senses"}]}, :djinnling-air-gen- {:description "Djinnlings are unnaturally thin with bluish skin and\nwhite hair. In bright light, their bodies seem almost\ntransparent. The mood and even the appearance of\nan air gen shifts with the local weather. Before a\nstorm, an air gen becomes gray and fidgety, and on a\ncalm day, it is serene and pale blue.\nOften aloof and moralistic, air gens tend to give\ntheir masters unwanted advice about what they are\ndoing wrong in the moment and about what they\ncould do to be happier.", :key :djinnling-air-gen-, :int 11, :speed "20ft, fly 70ft.", :name "Djinnling (Air Gen)", :alignment "chaotic good", :cha 14, :hit-points {:die 4, :die-count 6}, :type :elemental, :size :tiny, :option-pack "Player's Companion", :armor-class 13, :skills {:acrobatics 5, :deception 4, :sleight-of-hand 5, :stealth 5}, :str 6, :challenge 1, :con 11, :dex 17, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:lightning true, :poison true, :thunder true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:auran true}}, :traits [{:description "The djinnling adapts to the normal environment on any elemental plane, and it can survive there indefinitely.", :name "Elemental Affinity"} {:description "If the djinnling dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinnling was wearing or carrying.", :name "Elemental Demise"} {:description "The djinnling’s innate\nspellcasting ability is Charisma. It can innately\ncast the following spell, requiring no material\ncomponents:\nAt will: plane shift (self only, to the Elemental or\nMaterial Planes)", :name "Innate Spellcasting"} {:description "Magic Resistance. The djinnling has advantage\non saving throws against spells and other magical\neffects.", :name "Magic Resistance"} {:description "Melee Weapon Attack: +5 to hit, reach 5\nft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)\npiercing damage.", :name "Dagger", :type :action} {:description "Ranged Spell Attack: +4 to hit, range\n60 ft., one target. Hit: 7 (2d6) slashing damage.", :name "Wind Blade", :type :action} {:description "darkvision 60ft., passive Perception 11", :name "Senses"}]}, :efreetikin-fire-gen- {:description "The efreetikin embody elemental fire with their coalblack\nskin and long, flame-red hair. A fire gen’s\nfingers are tipped with bright red claws that trail\nsparks, and wisps of smoke curl from their skin.\nThey’re always in motion—it’s nearly impossible to\nget a fire gen to stay still.\nFire gens are malicious and judgmental. They’re\nquick to point out faults in those around them, often launching into lengthy diatribes on such faults. Most\nimportantly, their masters must monitor the gen’s\npyromaniac tendencies. For when bored or when\ntheir minds wander, efreetikin set fires without\nthinking.", :key :efreetikin-fire-gen-, :int 11, :speed "20ft, fly 50ft.", :name "Efreetikin (Fire Gen)", :alignment "lawful evil", :cha 14, :hit-points {:die 4, :die-count 6, :modifier 0}, :type :elemental, :size :tiny, :option-pack "Player's Companion", :armor-class 13, :skills {:acrobatics 5, :athletics 0, :deception 4, :insight 0, :intimidation 0, :sleight-of-hand 5, :stealth 5, :survival 0}, :str 6, :challenge 1, :con 11, :dex 17, :wis 12, :props {:condition-immunity {:petrified false, :poisoned true}, :damage-immunity {:acid false, :fire true, :lightning false, :poison true, :thunder false}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:auran false, :primordial true}}, :traits [{:description "The Gen adapts to the normal environment on any elemental plane, and it can survive there indefinitely.", :name "Elemental Affinity"} {:description "If the Gen dies, its body\ndisintegrates in a flash of fire and puff of smoke,\nleaving behind only equipment the efreetikin was\nwearing or carrying.", :name "Elemental Demise"} {:description "The Gen's innate\nspellcasting ability is Charisma. It can innately\ncast the following spell, requiring no material\ncomponents:\nAt will: plane shift (self only, to the Elemental or\nMaterial Planes)", :name "Innate Spellcasting"} {:description "Magic Resistance. The Gen has advantage\non saving throws against spells and other magical\neffects.", :name "Magic Resistance"} {:description "Ranged Spell Attack: +4 to hit,\nrange 60 ft., one target. Hit: 7 (2d6) fire damage.", :name "Ember Blast", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft.,\none target. Hit: 5 (1d4 + 3) slashing damage plus 2\n(1d4) fire damage.", :name "Claws", :type :action} {:description "darkvision 60 ft., passive Perception 11", :name "Senses"}]}, :maridan-water-gen- {:description "Maridan have greenish skin, blue eyes, and blue hair.\nThey are perpetually damp even when they haven’t\nbeen near water for days, and their hair often has\nbits of seaweed or flotsam tangled in it. They move\ngracefully both in and out of water and love to adorn\nthemselves with seashells, coral, and pearls.\nWater gen are playful and capricious with a great\nlove of mischief and pranks. These pranks are rarely\nharmful but can be annoying. Maridan are empathetic creatures, and their feelings are easily\nhurt when others rebuff their mischief.", :key :maridan-water-gen-, :int 12, :speed "20 ft., fly 50 ft., swim 70 ft.", :name "Maridan (Water Gen)", :alignment "chaotic neutral", :cha 14, :hit-points {:die 4, :die-count 6, :modifier 6}, :type :elemental, :size :tiny, :option-pack "Player's Companion", :armor-class 13, :skills {:athletics 2, :deception 4, :insight 3, :perception 3}, :str 6, :challenge 1, :con 13, :dex 17, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:acid true, :bludgeoning true, :cold true, :lightning true, :piercing true, :slashing true}, :language {:aquan true}}, :traits [{:description "darkvision 60ft., passive Perception 13", :name "Senses"} {:description "The maridan adapts to the\nnormal environment on any elemental plane, and\nit can survive there indefinitely.", :name "Elemental Affinity"} {:description "If the maridan dies, its body\ndisintegrates in a burst of water and foam, leaving\nbehind only equipment the maridan was wearing\nor carrying.", :name "Elemental Demise"} {:description "The maridan’s innate\nspellcasting ability is Charisma. It can innately\ncast the following spell, requiring no material\ncomponents:\nAt will: plane shift (self only, to the Elemental or\nMaterial Planes)", :name "Innate Spellcasting"} {:description "The maridan has advantage on\nsaving throws against spells and other magical\neffects.", :name "Magic Resistance"} {:description "Melee Weapon Attack: +5 to hit, reach 5\nft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)\npiercing damage.", :name "Dagger", :type :action} {:description "The maridan magically shoots water\nin a 20-foot line that is 5-feet wide. Each creature\nin the line must make a DC 12 Dexterity saving\nthrow. On a failure, a target takes 3 (1d6)\nbludgeoning damage and, if Medium or smaller, is\npushed 5 feet away from the maridan and\nknocked prone. On a success, a target takes half\nthe bludgeoning damage but is not pushed or\nknocked prone.", :name "Water Lash", :type :action} {:description "The maridan can breathe air and water.", :name "Amphibious"}]}}, :orcpub.dnd.e5/feats {:combat-reflexes {:ability-increases #{:orcpub.dnd.e5.character/dex}, :description "Your experience in battle allows you to quickly respond to threats. \n When you are hit by a melee weapon attack, you can use your reaction to dodge away, minimizing\nthe blow. Make a DC 15 Dexterity saving throw. On a successful save, you take half damage from the attack.", :key :combat-reflexes, :name "Combat Reflexes", :option-pack "Player's Companion", :prereqs #{}}, :point-blank-shot {:ability-increases #{}, :description "You have great skill when attacking with ranged weapons at close range. When you attack with a ranged weapon in which you are proficient against a target that is no farther away than half the weapon’s normal range, you gain the following benefits:\n You gain advantage on the attack roll.\n You can add your proficiency bonus to the weapon’s damage.\n You ignore partial cover.", :key :point-blank-shot, :name "Point Blank Shot", :option-pack "Player's Companion", :prereqs #{}}, :diehard {:ability-increases #{}, :description "Prerequisite: Proficiency with Constitution saving throws.\nYour experience and endurance grant you death defying resilience. You gain the following benefits:\n You add your proficiency bonus to your death saving throws.\n You have advantage on saving throws against any effect that would kill you instantly without dealing damage.", :key :diehard, :name "Diehard", :option-pack "Player's Companion", :prereqs #{}}, :master-tactician {:ability-increases #{}, :description "You have developed the ability to read the flow of combat and coordinate battle tactics with your allies. You gain the following benefits:\n You can use a bonus action to Help an ally attack an enemy that is within 5 feet of you. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.\n You can spend your action to call out battle tactics to allies within 30 feet of you. An ally within range that can hear you adds 10 feet to its speed until the end of its next turn.", :key :master-tactician, :name "Master Tactician", :option-pack "Player's Companion", :prereqs #{}}, :fey-bloodline {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You begin manifesting strange powers, and discover that you have Fey blood in your ancestral line. You gain the following benefits:\n You have advantage on saving throws against being charmed.\n You can cast the Minor Illusion cantrip, using Charisma as your spellcasting ability.\n You can cast the Charm Person spell, using Charisma as your spellcasting ability. Once you cast the spell, you can’t cast it again until you finish a long rest.", :key :fey-bloodline, :name "Fey Bloodline", :option-pack "Player's Companion", :prereqs #{}}, :natural-killer {:ability-increases #{}, :description "The threat of battle invigorates you, granting you exceptional focus on winning the fight. You gain the following benefits:\n You can add your proficiency bonus to the damage of any weapon in which you are proficient.\n When you drop a creature to 0 hit points with a weapon attack, you can make one weapon attack as a bonus action.", :key :natural-killer, :name "Natural Killer", :option-pack "Player's Companion", :prereqs #{}}, :bloody-brawler {:ability-increases #{}, :description "The sight of blood—even your own—invigorates you in battle. You gain the following benefits:\n When a creature within 5 feet of you deals slashing or piercing damage to you, you can use your reaction to make a melee weapon attack against that creature with advantage. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.\n After dropping a creature to 0 hit points, you can use your bonus action to regain 1d10 + your level\nhit points. You must finish a short or long rest before you can use this ability again.", :key :bloody-brawler, :name "Bloody Brawler", :option-pack "Player's Companion", :prereqs #{}}, :faith-healer {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "Prerequisite: The ability to cast divine magic.\nYou can heal people through your faith and connection to the divine. You gain the following benefits:\n During a short rest, you can pray over the wounds of your comrades. When an ally spends a hit die to\nregain hit points during a short rest, the creature regains an extra number of hit points equal to\nyour Charisma modifier for each hit die it spends. A creature can only benefit from this feature once\nbetween long rests; however, you can use this feature multiple times during a short rest, choosing a different creature each time.", :key :faith-healer, :name "Faith Healer", :option-pack "Player's Companion", :prereqs #{}}, :always-prepared {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "You carry a backpack full of oddments, and you always seem to have a useful item on hand.\n Add a backpack to your equipment list, if you don’t already have one.\n You may reach into your backpack to try and find an item from the Adventuring Gear table or Tools table in chapter 5 of the Player’s Handbook. The item must reasonably be able to fit into a backpack. You must make a Wisdom ability check with a DC equal to 5 + the cost of the item in gold pieces. On a successful check you “happen” to have such an item in your backpack. You must complete a long rest before using this feature again.", :key :always-prepared, :name "Always Prepared", :option-pack "Player's Companion", :prereqs #{}}, :remarkable-insight {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :description "", :key :remarkable-insight, :name "Remarkable Insight", :option-pack "Player's Companion", :prereqs #{}, :props {:skill-prof-or-expertise {:insight true, :investigation true}}}, :thug {:ability-increases #{:orcpub.dnd.e5.character/str}, :description "Your strength and experience grant you confidence, which you leverage to intimidate others. This confidence also grants you an edge in battle. You add your proficiency bonus to initiative rolls.", :key :thug, :name "Thug", :option-pack "Player's Companion", :prereqs #{}, :props {:skill-prof-or-expertise {:intimidation true}}}, :power-striker {:ability-increases #{:orcpub.dnd.e5.character/str}, :description "You have learned to land powerful blows with your melee weapon attacks, granting you the following benefits:\n You can choose to take a penalty up to your proficiency bonus on your melee weapon attack rolls, and add the same amount to the damage you deal on a successful hit.\n When you score a critical hit, the target must make a Strength save against a DC equal to your Strength score or be knocked prone.", :key :power-striker, :name "Power Striker", :option-pack "Player's Companion", :prereqs #{}}, :beast-whisperer {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "Prerequisite: Proficiency with the Animal Handling skill.\nYour knowledge and experience with animals grants you an affinity with them. You have advantage on Animal Handling checks. When mounted, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature only costs 5 ft of movement.", :key :beast-whisperer, :name "Beast Whisperer", :option-pack "Player's Companion", :prereqs #{}}, :line-breaker {:ability-increases #{}, :description "You are experienced at penetrating defenses and breaking apart battle formations. You gain the following benefits:\n When you hit a creature up to one size category larger than you with a melee weapon attack, you can use your bonus action to shove the creature in a direction you choose.\n If you shove a creature into a space occupied by another creature, both creatures must make a Dexterity saving throw contested by your Strength (Athletics) check or be knocked prone. The creature with the highest result claims the space, and the one with the lower result is pushed into a space of its choice within 5 feet of it.", :key :line-breaker, :name "Line Breaker", :option-pack "Player's Companion", :prereqs #{}}, :audacious-assailent {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You are bold and confident when under pressure. You add your Charisma modifier to your initiative rolls. You have advantage on saving throws against being frightened.", :key :audacious-assailent, :name "Audacious Assailent", :option-pack "Player's Companion", :prereqs #{}}, :counter-striker {:ability-increases #{}, :description "You are trained to exploit the holes in your opponent's attack. \n You can add your proficiency bonus to the damage dealt when you hit with an opportunity attack.\n If a creature misses you with a melee weapon attack, you can use your reaction to make an opportunity attack against that creature with advantage. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.", :key :counter-striker, :name "Counter Striker", :option-pack "Player's Companion", :prereqs #{}}, :inspiring-leader {:ability-increases #{}, :description "You are a natural combat leader and a fountain of inspiration. You gain the following benefits:\n As a bonus action, you can grant yourself or an ally within 20 feet advantage on saving throws against being frightened.\n You can use your action to make a rallying cry that bolsters your allies. Until the start of your next turn, each ally within 30 feet can add 1d4 to an attack roll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.", :key :inspiring-leader, :name "Inspiring Leader", :option-pack "Player's Companion", :prereqs #{}}, :deceptive-charmer {:ability-increases #{}, :description "You are adept at deceiving and influencing others, granting you the following benefits:\n As an action, you can make a Charisma (Deception) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, the two of you must share a language, and the creature must not be hostile. If you succeed on the check, the creature is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance.", :key :deceptive-charmer, :name "Deceptive Charmer", :option-pack "Player's Companion", :prereqs #{}, :props {:skill-prof-or-expertise {:deception true}}}, :tumbler {:ability-increases #{}, :description "Prerequisite: Proficiency with the Acrobatics skill\nYou have learned to use your Acrobatics skill to perform exceptional maneuvers that grant you the following advantages:\n Double your proficiency bonus with Acrobatics skill checks.\n Standing up from a prone position only costs you 5 feet of movement.\n Opportunity attacks against you have disadvantage if you are wearing light armor or no armor.", :key :tumbler, :name "Tumbler", :option-pack "Player's Companion", :prereqs #{}}, :historian {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "Prerequisite: Proficiency with the History skill.\nYour experience and knowledge of history is remarkable. You gain the following benefits:\n You have advantage on Intelligence (History) checks.\n You have the ability to recall, with perfect clarity, the details of events that occur during your adventuring career.", :key :historian, :name "Historian", :option-pack "Player's Companion", :prereqs #{}}, :phenomenal-footwork {:ability-increases #{:orcpub.dnd.e5.character/dex}, :description "You are always moving in combat, feinting, lunging, striking, then dancing away before your opponent can counter-attack. You gain the following benefits:\n When you make a melee attack against a creature, it can’t make an opportunity attack against you for the rest of your turn.", :key :phenomenal-footwork, :name "Phenomenal Footwork", :option-pack "Player's Companion", :prereqs #{}}}, :orcpub.dnd.e5/backgrounds {:agitator {:equipment {:case-map-or-scroll 1, :chalk 1, :clothes-traveler-s 1, :lantern-hooded 1, :pouch 1}, :key :agitator, :name "Agitator", :option-pack "Player's Companion", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:deception true, :stealth true}, :tool {:forgery-kit true, :land-vehicles true, :water-vehicles true}}, :traits [{:description "You carry a city map marked with secret meeting spots, and you possess a rowboat or land vehicle of your choice. Add a hand crossbow to your inventory.", :name "Agitator's \"Precautions\""} {:description "You have a finger on the pulse of the city. You know how to sniff out scandal and which threads to pull to unearth the truth. When you are in a city you know well, you are almost always able to find information about people of interest, information that may not be available to those without your network of contacts or your ability to connect seemingly unrelated details.", :name "Ear to the Ground"}], :treasure {:gp 10}}, :doomsayer {:equipment {:book 1, :clothes-fine 1, :ink 1, :ink-pen 1, :paper 1, :pouch 1}, :key :doomsayer, :name "Doomsayer", :option-pack "Player's Companion", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :religion true}, :tool-options {:gaming-set 1}}, :traits [{:description "You can speak, read, and write Primordial and one other language of your choice. Use the homebrew button to add proficiency in Primordial.", :name "Background Languages"} {:description "When you have a moment to yourself, you can use your tools of divination to observe an omen of the near future. While the signs are not always clear, you gain a strong impression about something that will affect you soon. This may be a sense of clarity regarding a decision you should make, an idea of the weather over the next few days, or a feeling of immediate safety or danger. You can use this feature once per day.", :name "It's an Omen"}], :treasure {:gp 15}}, :executioner {:equipment {:case-map-or-scroll 1, :clothes-traveler-s 1, :pouch 1}, :equipment-choices (), :key :executioner, :name "Executioner", :option-pack "Player's Companion", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:athletics true, :intimidation true}, :tool {:carpenters-tools true}}, :traits [{:description "You carry in your scroll case documents that confirm your role and the jurisdiction of its powers, as well as a mask or hood that is a symbol of your office.", :name "Executioner's Possessions"} {:description "In your hometown and the places you performed your duty, you are a figure of some infamy. Your name is used to scare children into obedience, and prisoners in local jails shiver when they hear you are coming. You pay less for goods and services in town, and you can gain an audience with the local leaders. Your credentials may also give you some leeway when you fall on the wrong side of the law.", :name "Headsman's Reputation"}], :treasure {:gp 20}}, :feral {:equipment {:clothes-common 1, :hammer 1, :pouch 1}, :key :feral, :name "Feral", :option-pack "Player's Companion", :profs {:skill {:perception true, :survival true}, :tool {:herbalism-kit true}}, :traits [{:description "You only know one language, and you do not speak it well. You are not granted additional languages by your class or race.", :name "Struggle with Words"} {:description "You lived your formative years with no kind of fixed shelter. You learned to read the winds and the sky, so that you always know what the weather will do over the next 24 hours. You can always find adequate shelter from naturally-occurring bad weather for you and your companions, unless you are in a place where such shelter would be impossible (for example, if you are adrift at sea).", :name "Weather Sense"}], :treasure {:gp 10}}, :fiendtouched {:equipment {:book 1, :clothes-traveler-s 1, :pouch 1}, :key :fiendtouched, :name "Fiendtouched", :option-pack "Player's Companion", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:arcana true, :intimidation true}}, :traits [{:description "Those who spend even a little bit of time with you find you unsettling, and they may go out of their way to leave your presence. You may not be welcome in some places, and you probably find it difficult to make friends and hold down regular employment. On the other hand, law enforcement officials might let you off with a warning rather than arrest you, and merchants may not haggle very enthusiastically with you.", :name "Dark Presence"}], :treasure {:gp 15}}, :mortician {:equipment {:case-map-or-scroll 1, :clothes-fine 1, :pouch 1, :prayer-book 1}, :key :mortician, :name "Mortician", :option-pack "Player's Companion", :profs {:skill {:medicine true, :religion true}, :tool {:carpenters-tools true}}, :traits [{:description "You know the funeral rites of most major religions, and their myths and stories regarding what happens after death. Your trade allows you to maintain a comfortable lifestyle. You have a good working relationship with local temples, and may have contacts in local law enforcement.\nDuring your career you have been privy to information that some people would rather be kept quiet. You may have overheard a conversation whispered at the side of the casket, buried a coffin full of dirt as though it contained a body, or masked evidence of a terrible beating administered to a now dead lover. Whatever it is, you know something that somebody wishes you didn’t. Work with you DM, or look at the table on pg. 99 of the source document.", :name "The Secrets of Death"}], :treasure {:gp 15}}, :poisoner {:equipment {:case-map-or-scroll 1, :clothes-traveler-s 1, :poison-basic 1, :poisoners-tools 1, :pouch 1}, :equipment-choices (), :key :poisoner, :name "Poisoner", :option-pack "Player's Companion", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:intimidation true, :medicine true}, :tool {:poisoners-tools true}}, :traits [{:description "You carry in your scroll case documents that do not explicitly state your role, though they make it clear that you are a person of status.", :name "Poisoner's Credentials"} {:description "You have poisoned hundreds of people in hundreds\nof different ways. You know the tricks of the trade—\ndistraction techniques, foods and drinks that are\nparticularly good at masking unusual scents, and the\nlike. It is impossible for somebody to slip poison into\nyour meal or drink without you noticing it, assuming\nyou are conscious and able to observe your\nimmediate environment.", :name "Poisoner's Nose"}], :treasure {:gp 20}}, :smuggler {:equipment {:case-map-or-scroll 1, :clothes-traveler-s 1, :pouch 1, :spyglass 1}, :key :smuggler, :name "Smuggler", :option-pack "Player's Companion", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:deception true, :stealth true}, :tool {:forgery-kit true, :land-vehicles true, :water-vehicles true}}, :traits [{:description "You carry a navigational chart marked with your smuggling routes, and you possess a rowboat or land vehicle of your choice. Add a hand crossbow to your inventory.", :name "Smuggler's Equipment"} {:description "You have contacts in every major city in a certain region (e.g. Sword Coast). You may be able to call on them for help—perhaps you need a place to lay low, someone to fence your goods, or help paying off some guards. However, their help is not always reliable, and they will generally not put themselves in direct danger for you except in truly special circumstances.\nYou may wish to work with your DM to determine exactly who your contacts are and what your relationships with them are like. At a minimum you should decide what form your smuggling took and where you operated.", :name "Contacts"}], :treasure {:gp 10}}}, :orcpub.dnd.e5/invocations {:agonizing-element {:description "Prerequisite: Elemental Potentate patron ::\nWhen you use a warlock spell slot to cast a spell that\ndeals damage of one of the two types associated with\nyour Elemental Potentate patron, you can add your\nCharisma modifier to one damage roll against one\ntarget of that spell.", :key :agonizing-element, :name "Agonizing Element", :option-pack "Player's Companion"}, :recognize-geniekind {:description "Prerequisite: Elemental Potentate patron :: You can use a bonus action to detect the presence of\ngenies and their works. When you do so, until the\nend of your next turn, you know the location of any\nelemental within 60 feet of you that is not behind\ntotal cover. You know what Elemental Plane each\ndetected creature is connected to, whether any\nelemental you sense is a genie (and if it is a genie,\nwhether it is a dao, djinni, efreeti, marid, or other\ntype of geniekind) and whether it has power or\nauthority on the Elemental Plane to which it is\nconnected. Within the same radius, you also detect\nthe presence of any illusions or other spell effects\ncreated by genies, or of any object directly tied to\nthem (such as a genie prison). This includes items\nthat have been created by genies, as well as spell\neffects created by other warlocks with this pact,\nprovided the spells used to create them were\nretrieved by their gen servant.\nIf you know the hex spell, immediately after using\nthis eldritch invocation you can cast hex as part of\nthe same bonus action, but if you detected any\nelemental creatures, you must make one of them the\ntarget of your hex.\nYou can detect geniekind and their creations in\nthis manner a number of times equal to your\nproficiency bonus, regaining the ability to do so\nwhen you finish a short or long rest.\nWhen you reach 13th level as a warlock, even\nwhen you are not using this feature, you can see the\ntrue form of any creature that is concealed by a\ngenie’s illusion or transmutation magic while that\ncreature is within 60 feet of you and within line of\nsight.", :key :recognize-geniekind, :name "Recognize Geniekind", :option-pack "Player's Companion"}, :great-ambassador-of-geniekind {:description "Prerequisite: 15th level, Elemental Potentate patron ::\nYour reputation precedes you among geniekind, and\nyou may request an audience with one of the four\nrulers of geniekind. When you request the audience,\nusually you do so through an intermediary such as\nyour gen or an allied or bound genie. The next time\nyou finish a long rest, a procession of the ruler's\nfollowers comes to escort you to the ruler's court.\nThe ruler will meet with you personally, provide\ncounsel as per a contact other plane spell, hear your\npleas, and negotiate terms of any bargain you\npropose. While in its court, both you and the ruler\nare subject to the Bond of Salt, the three-day code of\nguest hospitality common among genies and among\nmortals who share their cultural values.", :key :great-ambassador-of-geniekind, :name "Great Ambassador of Geniekind", :option-pack "Player's Companion"}, :spectral-ammunition {:description "Each time you make a ranged attack that uses a piece\nof ammunition, this effect magically replaces it with\na similar piece of nonmagical ammunition. Any piece\nof ammunition created by this spell dissipates 1\nminute after it is created.", :key :spectral-ammunition, :name "Spectral Ammunition", :option-pack "Player's Companion"}, :destructive-messenger {:description "Prerequisite: 5th level, Pact of the Chain feature ::\nYou can use a 10-minute ritual to turn your familiar\ninto a nondescript commoner of a race appropriate\nfor the nearby area, dressed in the manner of a local\npeasant or vagabond. They lose all of their own\nstatistics and use those of a commoner only, but they\ncan speak and have all the normal abilities of a\ncommoner of that race, and you can speak through\nthem as well as using their senses as your familiar.\nYou can return them to their true form as a bonus\naction. If they are reduced to 0 hit points while in\ntheir commoner form, they immediately explode in a\nshadowy conflagration, forcing anyone within 20\nfeet of them to make a Dexterity saving throw\nagainst your warlock spell DC. Those who fail take\n4d8 necrotic damage, and those who succeed take\nhalf as much.", :key :destructive-messenger, :name "Destructive Messenger", :option-pack "Player's Companion"}, :potent-hex {:description "Prerequisites: Hex spell or a warlock feature that\ncurses :: While cursed by your hex spell or a warlock feature\nof yours that curses, a target has disadvantage on all\nability checks with one ability score of your choice.\n(When used with the hex spell, this effectively allows\nyou to impose disadvantage on ability checks with\ntwo ability scores of your choice, instead of just the\none from a normal hex spell.)", :key :potent-hex, :name "Potent Hex", :option-pack "Player's Companion"}, :unleash-disease {:description "Prerequisites: 12th level ::\nYou can cast Harm once using a warlock spell slot.\nYou can’t do so again until you finish a long rest.", :key :unleash-disease, :name "Unleash Disease", :option-pack "Player's Companion"}, :genie-prison {:description "Prerequisite: 9th level, Elemental potentate patron ::\nYou can use the tools with which you gained\nproficiency from your Inner Planar Lore feature to\ncraft a genie prison, a temporary common magic\nitem which requires 20 days of work; the end\nproduct is worth 100 gp as an art object, even if its\nmagic expires.\nAfter fashioning the prison, you must use it within 10 days or its magic expires. You can use an active\ngenie prison as an action to attempt to imprison a\ngenie you can see within 120 feet. The genie makes a\nCharisma saving throw against your warlock spell\nsave DC. On a success, the genie remains free and\nknows who just tried to trap it, and the same genie\nprison cannot be used against that genie for 24\nhours. Failure means the genie is trapped within the\nprison. Once a genie prison has a captive, its magic\nlasts until the prison is shattered or the genie is\nreleased in a manner defined by you at the time you\nimprison it. Common conditions for releasing a genie\nfrom a prison include:\n The genie will be an indentured servant of\nwhoever liberates it from the prison for a period\nbetween 100 to 1,001 days.\n The genie will grant three wishes to whoever next\nsummons it from the prison.\n The genie remains imprisoned until a period of\ntime elapses, up to a maximum of 101 years.\n The genie will remain imprisoned until a certain\nevent you define comes to pass.\n The genie will remain imprisoned until a certain\ntype of individual touches the prison (e.g. an\nhonest thief).\nIf the genie prison loses its magic early by other\nmeans (such as being destroyed or being brought\ninto an antimagic field), even if the loss of its magic is\nonly temporary, a genie trapped within it is freed\ninstantly.\nIf you try to imprison a genie when you already\nhave a number of genies imprisoned equal to your\nCharisma modifier (minimum 1), the genie you have\nhad imprisoned the longest is immediately freed.\nImprisoning a genie is considered a hostile act,\nand it can earn you a vile reputation among other\ngenies of the type you've imprisoned, not to mention\nthe undying loathing of the imprisoned genie itself.", :key :genie-prison, :name "Genie Prison", :option-pack "Player's Companion"}, :genie-overtures {:description "Prerequisite: Elemental Potentate feature :: \nYou can request the presence of a genie whose name\nyou know by performing a 10-minute ritual, during\nwhich you must offer a gift pleasing to that particular\ngenie. Unless the gift is of special personal value to\nthe genie, it must be worth a minimum of 50 gp, or\nelse the genie will not deign to answer your\nsummons. Unless otherwise motivated, the genie is\nunlikely to stay longer than 1 minute, unless your\ngift is worth an additional 50 gp per extra minute.\nThe genie either appears in an incorporeal form like\na gen servant, or as a disembodied voice. The genie is\nunder no obligation to you, is free to act according to\nits nature, and is not subject to being bound,\ncaptured, or magically affected in any way during\nthis meeting. It counts as neither a creature nor an\nobject during this meeting, as it sends only the\npresence of its personality.\nYour enlightening conversation with this genie\nallows you to choose one divination spell from any\nclass’s spell list that is of a level you can cast with a\nwarlock spell slot. Once, before the next time you\nfinish a long rest, you can cast that spell using a\nwarlock spell slot.", :key :genie-overtures, :name "Genie Overtures", :option-pack "Player's Companion"}, :swordmage-step {:description "Prerequisites: 7th level ::\nWhenever a friendly creature within 10 feet of you is\nstruck by an attack, you can use your reaction to cast\nAegis of Ensnaring on the attacker as a 4th-level\nspell without using a spell slot.", :key :swordmage-step, :name "Swordmage Step", :option-pack "Player's Companion"}, :gen-familiar {:description "Prerequisite: Pact of the Chain feature ::\nWhen you cast find familiar, you can choose for your\nfamiliar to be a gen instead of one of the normal\noptions. Statistics on the different types of gens in\ntheir true forms appear at the end of this archetype\ndescription. When your gen familiar is first\nsummoned, it gains temporary hit points equal to\nyour proficiency bonus + your Charisma modifier.\nIf you have the Elemental Potentate otherworldly\npatron, this is your gen servant manifesting its true physical body, so it must be a gen of the associated\ntype for the element you chose for your Elemental\nPatron feature. Such a gen familiar grants all the\nsame benefits it would in its incorporeal form, as\nlong as you are able to communicate with it\ntelepathically. While your gen familiar is dismissed,\nor if it has been reduced to 0 hit points and you have\nnot summoned it again since, your gen servant can\nstill appear in its incorporeal form.", :key :gen-familiar, :name "Gen Familiar", :option-pack "Player's Companion"}, :inflict-fear {:description "Prerequisites: 5th level, the ability to cast at least one\nspell that inflicts psychic damage or to inflict psychic\ndamage with a warlock class feature ::\nOnce per turn, when you inflict psychic damage on a\nliving creature (not a construct or undead) with a\nspell or warlock class feature, you can add your\nCharisma modifier to one damage roll against one\ntarget of that spell. If this damage reduces the target\nto less than half its hit point maximum, it is\nfrightened of you until the start of your next turn.", :key :inflict-fear, :name "Inflict Fear", :option-pack "Player's Companion"}}, :orcpub.dnd.e5/subraces {:cat {:key :cat, :name "Cat", :option-pack "Player's Companion", :race :hengeyokai, :traits [{:description "As an action, you can transform into a cat (MM 320) as if you had cast the polymorph spell on yourself, except that you do not have to maintain concentration and the duration is indefinite. You can use an action at any time to return to your humanoid form. You may also turn into a hybrid form, in which you retain the general shape and abilities of your humanoid form, but your head is that of your animal form.", :name "Second Skin"} {:description "You can speak with animals of the same species as your beast form as if you were permanently under the effect of the Speak with Animals spell.", :name "Beast Speech"}]}, :hare {:key :hare, :name "Hare", :option-pack "Player's Companion", :race :hengeyokai, :traits [{:description "As an action, you can transform into a hare (see weasel: MM 340) as if you had cast the polymorph spell on yourself, except that you do not have to maintain concentration and the duration is indefinite. You can use an action at any time to return to your humanoid form. You may also turn into a hybrid form, in which you retain the general shape and abilities of your humanoid form, but your head is that of your animal form.", :name "Second Skin"} {:description "You can speak with animals of the same species as your beast form as if you were permanently under the effect of the Speak with Animals spell.", :name "Beast Speech"}]}, :triceras {:abilities {:orcpub.dnd.e5.character/int 2, :orcpub.dnd.e5.character/str 1}, :key :triceras, :name "Triceras", :option-pack "Player's Companion", :race :saurian, :traits [{:description "Your proficiency bonus is doubled when you make History checks.", :name "Living Fossil"} {:description "You have three horns on your head which you can use to make unarmed strikes. Your unarmed attacks with your horns deal 1d4 + your Str modifier piercing damage.", :name "Trihorn Headbutt"} {:description "Choose any 1st-level spell with the ritual tag. You can cast this spell as a ritual, using Int as your spellcasting ability.", :name "Ritualist"}]}, :fox {:key :fox, :name "Fox", :option-pack "Player's Companion", :race :hengeyokai, :traits [{:description "As an action, you can transform into a fox (see Jackal: MM 331) as if you had cast the polymorph spell on yourself, except that you do not have to maintain concentration and the duration is indefinite. You can use an action at any time to return to your humanoid form. You may also turn into a hybrid form, in which you retain the general shape and abilities of your humanoid form, but your head is that of your animal form.", :name "Second Skin"} {:description "You can speak with animals of the same species as your beast form as if you were permanently under the effect of the Speak with Animals spell.", :name "Beast Speech"}]}, :dreadblood {:abilities {:orcpub.dnd.e5.character/int 1}, :key :dreadblood, :name "Dreadblood", :option-pack "Player's Companion", :race :dhampir, :spells [{:value {:ability :int, :key :tashas-hideous-laughter, :level 1}} {:level 3, :value {:ability :int, :key :crown-of-madness, :level 2}} {:value {:level 0}}], :traits [{:description "You can give yourself advantage on an Intimidation, Perception, or Stealth check. (Once/rest)", :name "Creeping Terror"} {:description "You can cast Tasha's Hideous Laughter once/long rest with this trait. At 3rd level, you can cast Crown of Madness once/long rest.", :name "Dread Legacy"}]}, :octopus {:key :octopus, :name "Octopus", :option-pack "Player's Companion", :race :hengeyokai, :traits [{:description "As an action, you can transform into a octopus (MM 333) as if you had cast the polymorph spell on yourself, except that you do not have to maintain concentration and the duration is indefinite. You can use an action at any time to return to your humanoid form. You may also turn into a hybrid form, in which you retain the general shape and abilities of your humanoid form, but your head is that of your animal form.", :name "Second Skin"} {:description "You can speak with animals of the same species as your beast form as if you were permanently under the effect of the Speak with Animals spell.", :name "Beast Speech"}]}, :bat {:key :bat, :name "Bat", :option-pack "Player's Companion", :race :hengeyokai, :traits [{:description "As an action, you can transform into a bat (MM 318) as if you had cast the polymorph spell on yourself, except that you do not have to maintain concentration and the duration is indefinite. You can use an action at any time to return to your humanoid form. You may also turn into a hybrid form, in which you retain the general shape and abilities of your humanoid form, but your head is that of your animal form.", :name "Second Skin"} {:description "You can speak with animals of the same species as your beast form as if you were permanently under the effect of the Speak with Animals spell.", :name "Beast Speech"}]}, :wisdom {:abilities {:orcpub.dnd.e5.character/con 0, :orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/wis 1}, :key :wisdom, :name "Wisdom", :option-pack "Player's Companion", :race :half-dwarf, :traits []}, :ankylos {:abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1}, :key :ankylos, :name "Ankylos", :option-pack "Player's Companion", :props {:saving-throw-advantage {:prone true}}, :race :saurian, :speed 25, :traits [{:description "You have a club tail that you can use to make unarmed strikes. Your unarmed attacks with your tail deal 1d6 + your Str modifier bludgeoning damage.", :name "Club Tail"} {:description "You have advantage on saving throws against being moved or knocked prone.", :name "Heavy"} {:description "Your bone-plated back can be used to interrupt attacks when you have no better alternative. When you aren't wielding a shield, you have +1 AC.", :name "Natural Armor"}]}, :translation-protocol {:abilities {:orcpub.dnd.e5.character/cha 1}, :key :translation-protocol, :name "Translation Protocol", :option-pack "Player's Companion", :race :forgeborn, :spells [{:value {:ability :cha, :key :comprehend-languages, :level 1}}], :traits [{:description "You can cast Comprehend Languages once/long rest.", :name "Translation Protocol"}]}, :charisma {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/con 0, :orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/str 0, :orcpub.dnd.e5.character/wis 0}, :key :charisma, :name "Charisma", :option-pack "Player's Companion", :race :half-dwarf, :traits []}, :nobleblood {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/str 0}, :key :nobleblood, :name "Nobleblood", :option-pack "Player's Companion", :race :dhampir, :spells [{:value {:ability :cha, :key :charm-person, :level 1}} {:level 3, :value {:ability :cha, :key :suggestion, :level 2}}], :traits [{:description "You can give yourself advantage on a Deception, Persuasion, or Insight check. (Once/rest)", :name "Wicked Charm"} {:description "You can cast Charm Person once/long rest with this trait. At 3rd level, you can cast Suggestion once/long rest.", :name "Noble Legacy"}]}, :enhanced-sensors {:abilities {:orcpub.dnd.e5.character/wis 1}, :darkvision 60, :key :enhanced-sensors, :name "Enhanced Sensors", :option-pack "Player's Companion", :race :forgeborn, :traits []}, :dog {:key :dog, :name "Dog", :option-pack "Player's Companion", :race :hengeyokai, :traits [{:description "As an action, you can transform into a dog (see Mastiff: MM 332) as if you had cast the polymorph spell on yourself, except that you do not have to maintain concentration and the duration is indefinite. You can use an action at any time to return to your humanoid form. You may also turn into a hybrid form, in which you retain the general shape and abilities of your humanoid form, but your head is that of your animal form.", :name "Second Skin"} {:description "You can speak with animals of the same species as your beast form as if you were permanently under the effect of the Speak with Animals spell.", :name "Beast Speech"}]}, :intelligence {:abilities {:orcpub.dnd.e5.character/con 0, :orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/str 0}, :key :intelligence, :name "Intelligence", :option-pack "Player's Companion", :race :half-dwarf, :traits []}, :tyrannos {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/str 1}, :key :tyrannos, :name "Tyrannos", :option-pack "Player's Companion", :props {:skill-prof {:intimidation true}}, :race :saurian, :traits [{:description "You have rows on rows of sharp teeth with which you can make unarmed strikes. Your unarmed attacks with your bite deal 1d8 + your Str modifier piercing damage.", :name "Carnivorous Bite"} {:description "As an action you can roar with rage, forcing all creatures within 20 ft of you to make a Wisdom saving throw or become frightened. The DC = 8 + your proficiency bonus + your Cha modifier. (Once/rest)", :name "Terrifying Roar"}]}, :racoon-dog {:key :racoon-dog, :name "Racoon Dog", :option-pack "Player's Companion", :race :hengeyokai, :traits [{:description "As an action, you can transform into a Racoon Dog (See weasel: MM 340) as if you had cast the polymorph spell on yourself, except that you do not have to maintain concentration and the duration is indefinite. You can use an action at any time to return to your humanoid form. You may also turn into a hybrid form, in which you retain the general shape and abilities of your humanoid form, but your head is that of your animal form.", :name "Second Skin"} {:description "You can speak with animals of the same species as your beast form as if you were permanently under the effect of the Speak with Animals spell.", :name "Beast Speech"}]}, :crab {:key :crab, :name "Crab", :option-pack "Player's Companion", :race :hengeyokai, :traits [{:description "As an action, you can transform into a crab (MM 320) as if you had cast the polymorph spell on yourself, except that you do not have to maintain concentration and the duration is indefinite. You can use an action at any time to return to your humanoid form. You may also turn into a hybrid form, in which you retain the general shape and abilities of your humanoid form, but your head is that of your animal form.", :name "Second Skin"} {:description "You can speak with animals of the same species as your beast form as if you were permanently under the effect of the Speak with Animals spell.", :name "Beast Speech"}]}, :reinforced-chassis {:abilities {:orcpub.dnd.e5.character/con 1}, :key :reinforced-chassis, :name "Reinforced Chassis", :option-pack "Player's Companion", :race :forgeborn, :traits [{:description "When you aren't wearing armor, your AC = 13 + your Dex modifier.", :name "Reinforced Chassis"}]}, :owl {:key :owl, :name "Owl", :option-pack "Player's Companion", :race :hengeyokai, :traits [{:description "As an action, you can transform into a owl (MM 333) as if you had cast the polymorph spell on yourself, except that you do not have to maintain concentration and the duration is indefinite. You can use an action at any time to return to your humanoid form. You may also turn into a hybrid form, in which you retain the general shape and abilities of your humanoid form, but your head is that of your animal form.", :name "Second Skin"} {:description "You can speak with animals of the same species as your beast form as if you were permanently under the effect of the Speak with Animals spell.", :name "Beast Speech"}]}, :deinony {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 1}, :key :deinony, :name "Deinony", :option-pack "Player's Companion", :race :saurian, :traits [{:description "You have dagger-like claws at the end of your feet which can be used as unarmed attacks. Your unarmed attacks with your toe claws deal 1d4 + your Str modifier slashing damage.", :name "Clawed Toes"} {:description "As a bonus action, you can take the Help action. (Once/rest)", :name "Clever"} {:description "As a bonus action, you can take the Dash action. Once you've used this feature, you can't use it again until you spend a turn not moving at all.", :name "Raptor Speed"}]}, :augmented-musculature {:abilities {:orcpub.dnd.e5.character/str 1}, :key :augmented-musculature, :name "Augmented Musculature", :option-pack "Player's Companion", :race :forgeborn, :traits [{:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Augmented Musculature"}]}, :cognitive-amplification {:abilities {:orcpub.dnd.e5.character/int 1}, :key :cognitive-amplification, :name "Cognitive Amplification", :option-pack "Player's Companion", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}}}, :race :forgeborn, :traits [{:description "You instead of a gaining proficiency in a skill from your subrace, you can gain proficiency in one toolkit of your choice.", :name "Cognitive Amplification"}]}, :spider {:key :spider, :name "Spider", :option-pack "Player's Companion", :race :hengeyokai, :traits [{:description "As an action, you can transform into a Spider (MM 337) as if you had cast the polymorph spell on yourself, except that you do not have to maintain concentration and the duration is indefinite. You can use an action at any time to return to your humanoid form. You may also turn into a hybrid form, in which you retain the general shape and abilities of your humanoid form, but your head is that of your animal form.", :name "Second Skin"} {:description "You can speak with animals of the same species as your beast form as if you were permanently under the effect of the Speak with Animals spell.", :name "Beast Speech"}]}, :feralblood {:abilities {:orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/str 1}, :key :feralblood, :name "Feralblood", :option-pack "Player's Companion", :race :dhampir, :spells [{:value {:ability :wis, :key :speak-with-animals, :level 1}} {:level 3, :value {:ability :wis, :key :beast-sense, :level 2}}], :traits [{:description "As an action, you can transform your hands into claws for 1 minute. Your unarmed strikes deal slashing damage = 1d6 + your Str modifier. You are proficient with these attacks.", :name "Beastial Legacy"} {:description "You can cast Speak with Animals once/long rest with this trait. At 3rd level, you can cast Beast Sense once/long rest.", :name "Feral Legacy"}]}, :plesios {:abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 1}, :darkvision 60, :key :plesios, :name "Plesios", :option-pack "Player's Companion", :race :saurian, :traits [{:description "You have a swim speed = your base walking speed. You can breathe air and water.", :name "Aquatic"} {:description "When you are near a body of water you can spend 10 minutes catching fish. You catch enough fish for 10 portions, each of which acts identically to the berries created by the Goodberry spell. (Once/long rest)", :name "Catch of the Day"}]}, :strength {:abilities {:orcpub.dnd.e5.character/str 1}, :key :strength, :name "Strength", :option-pack "Player's Companion", :race :half-dwarf, :traits []}, :dexterity {:abilities {:orcpub.dnd.e5.character/con 0, :orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/str 0}, :key :dexterity, :name "Dexterity", :option-pack "Player's Companion", :race :half-dwarf, :traits []}, :badger {:key :badger, :name "Badger", :option-pack "Player's Companion", :race :hengeyokai, :traits [{:description "As an action, you can transform into a badger (MM 312) as if you had cast the polymorph spell on yourself, except that you do not have to maintain concentration and the duration is indefinite. You can use an action at any time to return to your humanoid form. You may also turn into a hybrid form, in which you retain the general shape and abilities of your humanoid form, but your head is that of your animal form.", :name "Second Skin"} {:description "You can speak with animals of the same species as your beast form as if you were permanently under the effect of the Speak with Animals spell.", :name "Beast Speech"}]}, :rat {:key :rat, :name "Rat", :option-pack "Player's Companion", :race :hengeyokai, :traits [{:description "As an action, you can transform into a Rat (MM 335) as if you had cast the polymorph spell on yourself, except that you do not have to maintain concentration and the duration is indefinite. You can use an action at any time to return to your humanoid form. You may also turn into a hybrid form, in which you retain the general shape and abilities of your humanoid form, but your head is that of your animal form.", :name "Second Skin"} {:description "You can speak with animals of the same species as your beast form as if you were permanently under the effect of the Speak with Animals spell.", :name "Beast Speech"}]}, :constitution {:abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/str 0}, :key :constitution, :name "Constitution", :option-pack "Player's Companion", :race :half-dwarf, :traits []}, :monkey {:key :monkey, :name "Monkey", :option-pack "Player's Companion", :race :hengeyokai, :traits [{:description "As an action, you can transform into a monkey (see Baboon: MM 318) as if you had cast the polymorph spell on yourself, except that you do not have to maintain concentration and the duration is indefinite. You can use an action at any time to return to your humanoid form. You may also turn into a hybrid form, in which you retain the general shape and abilities of your humanoid form, but your head is that of your animal form.", :name "Second Skin"} {:description "You can speak with animals of the same species as your beast form as if you were permanently under the effect of the Speak with Animals spell.", :name "Beast Speech"}]}, :pteradas {:abilities {:orcpub.dnd.e5.character/dex 2}, :key :pteradas, :name "Pteradas", :option-pack "Player's Companion", :race :saurian, :traits [{:description "You have a flying speed of 30 ft. You cannot fly using this feature if you are carrying more than 1/2 of your encumbrance rating. While flying in this way you cannot make attack rolls, cast spells, or maintain concentration on spells you've previously cast.", :name "Flight"} {:description "You gain proficiency with 1 toolkit of your choice.", :name "Tool Proficiency"}]}, :heightened-reflexes {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :heightened-reflexes, :name "Heightened Reflexes", :option-pack "Player's Companion", :race :forgeborn, :speed 35, :traits []}, :sarchos {:abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1}, :key :sarchos, :name "Sarchos", :option-pack "Player's Companion", :race :saurian, :speed 25, :traits [{:description "You have a 30 ft swimming speed. You can hold your breath for a number of hours equal to your Con modifier (minimum 1).", :name "At Home in Water"} {:description "Sarchos have powerful jaws they can use to grapple and control their enemies with in combat. When you make a grapple attempt, you may use your mouth instead of a free hand. If you do, and you succeed at grappling the creature, they take damage equal to your Str modifier.", :name "Powerful Jaws"} {:description "Whenever you complete a short or a long rest you gain temporary HP = your Con modifier (minimum 1).", :name "Scaly Hide"}]}}, :orcpub.dnd.e5/spells {:embrace-destiny {:description "You look into the future and see a murky vision of things to come. When you cast this spell, roll a d20 and record the number rolled. For the duration, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see or hear with the foretold roll. You must choose to do this before the affected roll is made. Once the foretold roll is used, it is lost, and the spell ends.", :key :embrace-destiny, :school "divination", :name "Embrace Destiny", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "Player's Companion", :components {:material false, :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :awaken-undead {:description "When you cast this spell, select a point within range; each skeleton and zombie within a 30-foot radius of the point you selected permanently adds 1d6 + your spellcasting ability modifier to its Intelligence score. \nThe affected creatures cannot gain more intelligence than the average for their original kind. For example, the skeleton of a giant rat would have a maximum Intelligence of 2, while that of a giant elk would be 7, and a human would be 10.", :key :awaken-undead, :school "necromancy", :name "Awaken Undead", :duration "Instantaneous", :level 7, :option-pack "Player's Companion", :components {:material true, :material-component "a humanoid finger bone", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :deadfall {:description "You summon a 20-foot radius by 40-foot high towering pile of wood and branches that collapses to the ground at a point you choose within range. A creature caught in the area when the pile collapses must make a Dexterity saving throw. On a failed save, the creature takes 12d10 bludgeoning damage, is knocked prone, and is restrained under the pile. On a successful save, the creature takes half the bludgeoning damage, isn't knocked prone, and isn’t restrained.\nA restrained creature can attempt to free itself by using an action on its turn to make a Strength check against a DC of 20. Another creature can spend its actions every round for 1 minute to clear the rubble around the trapped creature. The area affected by this spell is considered difficult terrain until it is cleared.", :key :deadfall, :school "conjuration", :name "Deadfall", :duration "Instantaneous", :level 8, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "300 feet"}, :heartfire {:description "You select a point within range, and a 5-foot radius burst of red flame fills the area; the flames burn for the duration. A creature caught within the area when the spell is cast becomes outlined in flames for the duration, which shed light in a 10-foot radius. A creature engulfed in the flames can’t benefit from invisibility, displacement, or from illusions that hide its position. This spell cancels magical darkness spells of 2nd level or lower.\nIn addition, the flames that surround a creature that failed its saving throw slowly burn for the duration. At the beginning of each of the creature’s turns, it must make a Constitution saving throw. On a failed save, the creature takes 1d4 fire damage, but doesn’t suffer damage on a successful one. \nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d4 for every slot level above 2nd.", :key :heartfire, :school "evocation", :name "Heartfire", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :shout {:description "You let out a thunderous shout that blasts outward from you in a 30-foot cone. A creature caught in the blast must succeed on a Constitution saving throw or take 4d6 thunder damage and be deafened until the end of its next turn. On a successful save, the creature takes half the damage and isn’t deafened.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d6 for every slot level above 4th.", :key :shout, :school "evocation", :name "Shout", :duration "Instananeous", :level 4, :option-pack "Player's Companion", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :bolts-of-bedevilment {:description "You cause magical disrupting bolts to surround a creature you can see within range. The target must make a successful Wisdom saving throw, or it can’t take any actions until after the end of its next turn.\nUntil the spell ends, you can use your action to force the creature to make another Wisdom saving throw, or lose its actions until after the end of its next turn on failure. This spell doesn’t prevent a creature from taking lair actions or legendary actions.", :key :bolts-of-bedevilment, :school "enchantment", :name "Bolts of Bedevilment", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "120 feet"}, :project-object {:description "Your force of will teleports an object a short distance away. You teleport an object you are holding to an unoccupied space within range. Alternatively, you can teleport the object to a willing creature within range. You can either cause the object to land at that creature’s feet when it appears, or you can give the creature the option of grasping it with a free hand, requiring them to make a Dexterity (Acrobatics) check (DC 11). If they succeed, they are instantly holding the object; if they fail, it falls at their feet.\nThis cantrip can only teleport objects that weigh 25 pounds or less, and cannot affect objects you are not already holding.", :key :project-object, :school "conjuration", :name "Project Object", :duration "Instantaneous", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :lively-step {:description "You and all allies within 30 feet of you when the spell is cast gain a bonus of 10 feet to your walking speed for the duration. However, if a creature affected by this spell takes any other action besides a move action on its turn, the spell ends for that creature.", :key :lively-step, :school "transmutation", :name "Lively Step", :duration "1 hour", :level 2, :option-pack "Player's Companion", :components {:material true, :material-component "a small drum", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot radius)"}, :hymn-of-praise {:description "You sing an inspirational tune that bolsters your allies’ spellcasting abilities. An ally that casts a spell within 30 feet of you gains a +1 bonus to the spell’s saving throw DC, or it gains a +1 bonus to the spell’s attack roll.\nIn addition, an ally that uses Channel Divinity to Turn Undead gains a +1 bonus to the saving throw DC.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you gain an additional +1 bonus to the spell’s saving throw DC or attack roll for every two slot levels above 3rd.", :key :hymn-of-praise, :school "evocation", :name "Hymn of Praise", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot radius)"}, :divine-sacrifice {:description "When you hit with a melee attack, you can decide to take half of the attack’s total damage yourself (rounded down). When you do so, your attack deals maximum damage to your target, including maximum damage from additional dice added to the attack's damage, such as dice from a critical hit or magical enhancement.", :key :divine-sacrifice, :school "necromancy", :name "Divine Sacrifice", :duration "Instantaneous", :level 1, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :moon-blade {:description "You cause a glowing white blade of force to spring from your hand. The blade can take the form of any bladed weapon you are proficient with. You can attack with the blade using your spellcasting ability modifier instead of the normal ability modifier used for the attack. If you score a hit with the blade against a living creature, it takes 2d8 radiant damage. If you hit an undead with the blade, it takes 3d8 radiant damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d8 for every two slot levels above 3rd.", :key :moon-blade, :school "evocation", :name "Moon Blade", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player's Companion", :components {:material true, :material-component "a small candy made with wintergreen oil", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :wounding-whispers {:description "You surround yourself with whispering voices that carry the power of thunderous reprisal. A creature within 5 feet of you that hits you with an unarmed or melee attack is hit with powerful echoes and takes 2d6 thunder damage.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d6 for every two slot levels above 3rd.", :key :wounding-whispers, :school "abjuration", :name "Wounding Whispers", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (5-foot radius)"}, :heros-defiance {:description "You demand that your foes meet you in battle, then strike fiercely against one of them. Choose any number of hostile creatures within range of this spell. You may pull each target up to 30 feet closer to you. At the end of this movement, you can make a melee weapon attack against one creature within the reach of your melee weapon. If the attack hits, it deals an extra 3d6 psychic damage, and the creature you hit has disadvantage on the next attack roll it makes against any creature other than you before the end of its next turn.", :key :heros-defiance, :school "enchantment", :name "Hero's Defiance", :duration "1 round", :level 4, :option-pack "Player's Companion", :components {:material true, :material-component "a melee weapon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :lullaby {:description "Choose a 10-foot radius area within range. Living creatures within the area hear an enchantingly melodic lullaby, and must make a Wisdom saving throw. On a failed save, the creature becomes drowsy and has disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks until the end of its next turn. In addition, until the end of its next turn, the creature only counts half of its current hit points to determine whether a sleep spell affects it.\nOn a successful save, the creature is unaffected by this spell.", :key :lullaby, :school "enchantment", :name "Lullaby", :duration "1 round", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :ghost-armor {:description "You touch a willing creature. Until the spell ends, spectral armor covers the creature’s skin, and it can’t have an AC less than 17, regardless of what kind of armor it is wearing.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the minimum AC of the target creature increases by 1 for every two slot levels above 3rd.", :key :ghost-armor, :school "conjuration", :name "Ghost Armor", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player's Companion", :components {:material true, :material-component "a fragment of battle-worn armor", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :leomunds-trap {:description "This spell is cast on a device, such as a chest or door lock. To a creature trained in thieves’ tools, the object appears to be trapped with a complex mechanism that would be difficult to disarm.\nA creature trained in thieves’ tools and proficient with the Investigation skill can spend an action to make an Intelligence (Investigation) check with disadvantage against your spellcasting DC. On a successful check, the creature detects the ruse, and can bypass the illusion to deal with the real device. However, if the check is failed, all attempts to disable the device fail even though the \"trap\" somehow doesn’t activate.", :key :leomunds-trap, :school "illusion", :name "Leomund's Trap", :duration "Instantaneous", :level 2, :option-pack "Player's Companion", :components {:material true, :material-component "a pierce of iron pyrite", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :sign {:description "You touch a creature and give it a small amount of foresight that enables it to react quickly in battle. The target has advantage on the next initiative roll it makes before the duration expires.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can touch and affect one extra creature for each slot level above 1st.", :key :sign, :school "enchantment", :name "Sign", :duration "1 hour", :level 1, :option-pack "Player's Companion", :components {:material true, :material-component "a pinch of dried tea leaves", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :lightfoot {:description "Your movement doesn't provoke opportunity attacks until the start of you next turn.", :key :lightfoot, :school "transmutation", :name "Lightfoot", :duration "1 round", :level 1, :option-pack "Player's Companion", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :waterspout {:description "You conjure a 5-foot radius by 80-foot high cylinder-shaped vortex on a body of water, centred at a point you can see within range. Any creature that touches the vortex must immediately succeed on a Strength saving throw or take 3d8 bludgeoning damage from the high winds in the vortex. In addition, if the creature is Medium sized or smaller, it is sucked into the vortex and becomes restrained. On a successful save, a creature takes half the damage, and isn’t sucked into the vortex or restrained.\nA creature that starts its turn restrained within the vortex takes 2d8 bludgeoning damage and is drawn 10 feet higher. A creature that reaches the top of the vortex is ejected from the waterspout, and thrown 3d20 feet up into the air. A creature thrown from the vortex takes falling damage as normal.\nWaterborne creatures of size Large or smaller that come within 10 feet of the vortex must make a Strength saving throw, or be sucked into the vortex and suffer its effects.\nYou can use a bonus action on each of your turns to move the waterspout up to 30 feet and cause any creature that contacts the vortex to succeed on a Strength saving throw or take the vortex’s full damage and suffer its effects. A creature takes half the damage on a successful save, and doesn’t suffer the vortex’s effects.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, both the bludgeoning damage for contacting the vortex and for creatures restrained within increases by 1d8 for every slot level above 7th.", :key :waterspout, :school "conjuration", :name "Waterspout", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "300 feet"}, :wail-of-doom {:description "You let out a nerve-searing shriek that is both damaging and terrifying. Each creature in a 30-foot cone projected outward from you must make a Constitution saving throw. On a failed save, the creature takes 8d6 psychic damage, or half as much on a successful save.\nIn addition, creatures caught in the cone must make a Wisdom saving throw or be frightened for the duration. A frightened creature can attempt a new Wisdom saving throw at the end of each of its turns, and on a success, the spell ends for it.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the psychic damage increases by 1d6 for each slot level above 5th.", :key :wail-of-doom, :school "necromancy", :name "Wail of Doom", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player's Companion", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot cone)"}, :gelsewhere-chant {:description "You chant words of power as you touch a willing creature of Large size or smaller or an unattended object no larger than 10 cubic feet in size, and instantly teleport it to an unoccupied space that you can see within 80 feet. You can affect an unwilling creature by making a successful melee spell attack as part of the action used to cast the spell.", :key :gelsewhere-chant, :school "conjuration", :name "G'Elsewhere Chant", :duration "Instantaneous", :level 3, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :mass-harm {:description "You cause a burst of necrotic energy to fill a 30-foot radius area within range. Each creature caught in the area must make a Constitution saving throw. On a failed save, a creature takes 14d6 necrotic damage, and has its hit point maximum reduced by the same amount for 1 hour. On a successful save, the creature takes half the damage, and its hit point maximum isn’t reduced.\nThis spell can’t reduce a creature’s hit points below 1.", :key :mass-harm, :school "necromancy", :name "Mass Harm", :duration "Instantaneous", :level 9, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90 feet"}, :hypothermia {:description "You select a creature that you can see within range as you evoke swirling cold mists around it; the\ncreature must make a Constitution saving throw. On a failed save, it takes 4d10 cold damage and suffers\none level of exhaustion. On a successful save, the creature takes half the cold damage, and doesn’t\nsuffer from exhaustion.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 1d10 for every slot level above 4th.", :key :hypothermia, :school "evocation", :name "Hypothermia", :duration "Instantaneous", :level 4, :option-pack "Player's Companion", :components {:material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :programmed-image {:description "This spell functions the same as silent image, except that the image remains invisible until triggered. You decide what triggers the image when you cast the spell, but the trigger must be audible, tactile, olfactory, or visual. The most typical triggers include touching an object that had the spell cast upon it, stepping within 10 feet of the point where the spell was cast, or speaking a certain phrase.\nOnce triggered, the image appears at the point where you cast the spell and lasts for 10 minutes, after which time the spell ends. You can pre-program the image to move around once activated, in a similar manner to silent image.\nAt Higher Levels. When you cast this spell using an 8th level spell slot you can add sound to the image.", :key :programmed-image, :school "illusion", :name "Programmed Image", :duration "Until dispelled or triggered", :level 6, :option-pack "Player's Companion", :components {:material true, :material-component "a small replica of a wizard", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :word-of-binding {:description "You can force a Medium sized or smaller humanoid creature within range that you can see to make a Dexterity saving throw. On a failed save, the creature is bound at the wrists and ankles with magical glowing manacles. The creature is restrained for the duration or until it escapes.\nThe creature can try to escape the manacles by using an action to make either a Dexterity (Acrobatics) or a Strength (Athletics) check with disadvantage against your spellcasting DC. On a success, the spell ends.", :key :word-of-binding, :school "conjuration", :name "Word of Binding", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player's Companion", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :steal-speed {:description "You slow an opponent while making yourself faster. Make a melee spell attack against the target. On a hit,\nit takes 1d4 psychic damage, and its speed is reduced by 10 feet until the start of your next turn. Until the start of your next turn, you add a number of feet to your own speed equal to the number of feet by which\nyou reduced the target’s speed.\nThis spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). In addition, the speed you steal increases by 5 feet as well when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).", :key :steal-speed, :school "necromancy", :name "Steal Speed", :duration "Instantaneous", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :distracting-ray {:description "A ray of multicolored light streaks out from your hand at a creature within range. Make a ranged spell attack against the target. On a hit, the target loses its reaction until the start of its next turn, and it must make a Constitution saving throw with disadvantage if it is concentrating on a spell. On a failed save, the target loses the spell.", :key :distracting-ray, :school "abjuration", :name "Distracting Ray", :duration "Instantaneous", :level 2, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :cold-fire {:description "Choose a fire within the spell’s range that has a maximum area of a 20-foot cube. This fire is transformed into magical cold fire for the duration, with blue-tinged flames. The affected area deals 1d6 cold damage to any creature that starts its turn within the cube.\nYou can alternatively target a fire elemental or a creature that has vulnerability to cold damage. In this case, the spell’s effect is instantaneous, and the target must make a Constitution saving throw. The target takes 2d10 cold damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell scales in two different ways. If you cast the spell to affect a fire, the volume increases by 10 cubic feet and the cold damage increases by 1d6 for each slot level above 1st. However, if you targeted a creature, the cold damage increases by 1d10 for each slot level above 1st.", :key :cold-fire, :school "transmutation", :name "Cold Fire", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "Player's Companion", :components {:material true, :material-component "a source of fire within range", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :dissonant-chord {:description "You let out a discordant, piercing scream that is painful to all nearby creatures. Each creature within\n15 feet of you must make a Constitution saving throw. On a failed save, the creature takes 6d6 thunder damage, and is knocked prone. It takes half as much damage on a successful save, and is not knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the thunder damage\nincreases by 1d6 for every slot level above 3rd.", :key :dissonant-chord, :school "evocation", :name "Dissonant Chord", :duration "Instantaneous", :level 3, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (15-foot radius)"}, :aspect-of-the-wolf {:description "This spell allows you to transform into a wolf. The spell lasts for the duration, or until you choose to end it, or until your wolf form drops to 0 hit points. While you are transformed, the following rules apply:\n Your game statistics are replaced by the statistics of a wolf, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies.\n When you transform, you assume the wolf's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.\n You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of a wolf. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n You retain the benefit of any features from your class, race, or other source and can use them if the wolf form is physically capable of doing so.\n You choose whether your equipment falls to the ground in your space, merges into your wolf form, or is worn by it. Your equipment doesn’t change size or shape to match the wolf form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. You can't activate, wield, or otherwise benefit from any of your equipment that merges with your wolf form until you leave wolf form.", :key :aspect-of-the-wolf, :school "transmutation", :name "Aspect of the Wolf", :duration "1 hour", :level 1, :option-pack "Player's Companion", :components {:material true, :material-component "a wolf's whisker", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :corpse-link {:description "You select a fresh corpse (less than an hour old) within range and gain one of its senses. For example, you could cast the spell on a recently slain monster and gain sight through its eyes. The effect is stationary unless you move the corpse (or its sensory organs).\nWhile you use the senses of the corpse, your own equivalent sensory organ is occupied. You can end the spell at any time.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 100 feet and the duration increases by 10 minutes for each slot level above 1st.", :key :corpse-link, :school "necromancy", :name "Corpse Link", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "Player's Companion", :components {:material true, :material-component "a fresh corpse or animated zombie", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}, :curse-of-impending-blades {:description "You make a creature highly susceptible to attacks. Choose a creature that you can see within range; that creature must make a Wisdom saving throw. On a failed save, all attacks against the target are made with advantage. The affected creature can make another Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. This effect can’t be dispelled, but a remove curse negates it.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell’s duration increases by 1 minute for each slot level above 1st.", :key :curse-of-impending-blades, :school "necromancy", :name "Curse of Impending Blades", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player's Companion", :components {:material true, :material-component "an iron nail through a piece of leather", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :punishing-strike {:description "As part of the action used to cast this spell, you must make an unarmed strike or melee weapon attack against one creature within the spell's range; otherwise the spell fails. On a hit, the target suffers the attack's normal effects. In addition, a black web of necrotic energy radiates across its skin from where it was struck until the start of your next turn. If the target willingly takes a reaction before then, it immediately takes 1d8 necrotic damage, and the spell ends.\n\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and the damage the target suffers for taking a reaction increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.", :key :punishing-strike, :school "necromancy", :name "Punishing Strike", :duration "1 round", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :beastland-ferocity {:description "This spell imbues a creature you touch with the ferocity of a wild beast. If the target takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead and the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of times you are reduced to 1 hit point instead of 0 hit points before the spell ends increases by 1 for every two slot levels above 1st.", :key :beastland-ferocity, :school "enchantment", :name "Beastland Ferocity", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :temporal-stasis {:description "You place a creature within range in a permanent state of suspended animation. The creature’s body remains in a permanently preserved state and doesn’t age until the spell ends. The spell can be ended with a dispel magic spell cast at 9th level, a wish spell, or with an action from the caster.\nIf the target is unwilling, it can make a Wisdom saving throw. On a success, the spell has no effect.", :key :temporal-stasis, :school "transmutation", :name "Temporal Stasis", :duration "Permanent", :level 9, :option-pack "Player's Companion", :components {:material true, :material-component "crushed diamond, emerald, ruby, and sapphire dust, each from a gemstone worth at least 500 gp, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :antimagic-ray {:description "An invisible ray shoots from your hand toward a target within range. Make a ranged spell attack. On a hit, the target can’t cast spells, nor can it be targeted by other spells for the duration. Any spell affecting the target is suppressed for the duration, though it is not dispelled, and resumes when the antimagic ray spell expires.\nIf a magic item is targeted by the ray, its magical properties are suppressed for the duration.", :key :antimagic-ray, :school "abjuration", :name "Antimagic Ray", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Player's Companion", :components {:material true, :material-component "a pinch of iron filing mixed with ruby dust worth at least 100 gp", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :nightmare-lullaby {:description "You play an enchanting lullaby that puts a creature into a waking dream-like state, full of disturbing and distracting sounds and images. You may target up to six creatures of your choice within range who can hear you. Each target must succeed on a Wisdom saving throw or take 3d4 psychic damage and be affected for the duration.\nAn affected creature has disadvantage on attack rolls and cannot take reactions for the duration. A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. \nThis spell has no effect on undead and constructs.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.", :key :nightmare-lullaby, :school "enchantment", :name "Nightmare Lullaby", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "20 feet"}, :distort-speech {:description "You point at a creature within range and speak a verse of utter gibberish. The creature must make a Wisdom saving throw. On a failed save, you can use your reaction to force the creature to make a Charisma saving throw against your spellcasting DC whenever it tries to cast a spell with verbal components, to speak a command word to activate an item, or to read a scroll, for the spell’s duration. On a failed save, the creature utters gibberish instead of the required component, command word, or scroll wording, and its action is wasted without producing the desired effect.\nIn addition, if a creature fails its Wisdom saving throw, it has disadvantage on all Charisma ability checks when interacting with other creatures as it speaks gibberish mixed with its more intelligible words. The creature can attempt a new saving throw at the end of each of its turns, and on a success, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one extra creature for every two slot levels above 1st.", :key :distort-speech, :school "transmutation", :name "Distort Speech", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :conflagration {:description "You select a creature you can see within range, and it bursts into flame. The target must make a Constitution saving throw at the beginning of each of its turns for the duration. The target takes 2d8 fire damage on a failed save, or half as much damage on a successful one. All unattended objects within 10 feet of the target catch on fire from the intense heat. \nIn addition, if a creature ends its turn within 10 feet of the target, it must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\nIf the target dies while under the effects of this spell, it is consumed by fire and turns into a fire elemental under the spellcaster's control, which requires concentration and lasts for up to 1 minute. The fire elemental disintegrates when the spell ends.", :key :conflagration, :school "evocation", :name "Conflagration", :duration "Concentration, up to 1 minute", :level 9, :option-pack "Player's Companion", :components {:material true, :material-component "a wax doll", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "120 feet"}, :positive-energy-aura {:description "You radiate life-giving positive energy in a 10-foot radius. Each living creature that starts its turn within 10 feet of you regains 5 hit points. An undead creature that starts its turn within 10 feet of you takes 5 radiant damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage dealt to undead creatures and the amount of hit points regained by living creatures increases by 5 for every two slot levels above 4th.", :key :positive-energy-aura, :school "conjuration", :name "Positive Energy Aura", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (10-foot radius)"}, :veil-of-undeath {:description "Your features take on the countenance of one of the undead, and you gain many of their traits. For the duration, you are immune to the charmed, exhaustion, frightened, paralyzed, and poisoned conditions, immune to poison and necrotic damage, as well as being resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.\nYou are affected by spells as if your creature type was undead. You do not need to breathe, eat, or sleep.", :key :veil-of-undeath, :school "necromancy", :name "Veil of Undeath", :duration "Concentration, up to 1 hour", :level 8, :option-pack "Player's Companion", :components {:material true, :material-component "a zombie's finger", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :far-realm-gaze {:description "Until the end of your next turn, you know the location of any aberration within 60 feet of you that is not behind total cover. If you cast this spell again when you have already cast it within the past minute, you must make a Wisdom saving throw against you own spell save DC. On a failed save, you take 2d6 psychic damage.", :key :far-realm-gaze, :school "divination", :name "Far Realm Gaze", :duration "1 round", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :endure-elements {:description "For the duration, the creature touched can comfortably endure cold or hot conditions between 50 below zero to 140 degrees Fahrenheit without suffering any negative effects. This spell offers no protection from cold or fire damage, only against the negative effects of environmental exposure.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can touch and ward one additional creature from the effects of environmental exposure for every two slot levels above 1st.", :key :endure-elements, :school "abjuration", :name "Endure Elements", :duration "24 hours", :level 1, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :tortoise-shell {:description "The skin of a willing creature you touch hardens into a tortoise-like shell, and it can’t have an armor class less than 20 for the duration, regardless of what type of armor it is wearing. However, the creature’s speed is reduced by 10 feet until the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the creature’s minimum AC increases by 1 for each slot level above 6th.", :key :tortoise-shell, :school "transmutation", :name "Tortoise Shell", :duration "Concentration, up to 1 hour", :level 6, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :analyze-dweomer {:description "Upon casting this spell, you can identify the magic affecting all creatures and objects within range. For magic items or other magic-imbued objects, you learn their properties and how to use them, whether they require attunement to use, and how many charges they have (if any). You also learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.\nFor creatures within range, you learn what spells, if any, are currently affecting them.", :key :analyze-dweomer, :school "divination", :name "Analyze Dweomer", :duration "Concentration, up to 10 minutes", :level 8, :option-pack "Player's Companion", :components {:material true, :material-component "a tiny lens of ruby or sapphire set in a golden hoop worth at least 1000 gp", :somatic true, :verbal true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot radius)"}, :storm-tower {:description "A 20-foot radius by 100-foot high tower of storm winds surrounds you. The swirling winds nullify any lightning effects that contact the barrier. In addition, ranged attacks through the barrier are impossible.\nA creature that tries to pass through the barrier must succeed on a Strength saving throw; otherwise it takes 6d6 bludgeoning damage from the high winds, and it makes no progress. A creature can make more than one attempt to cross the barrier on its turn, but it receives one level of exhaustion for each unsuccessful attempt beyond the first. On a successful save, the creature can move through the barrier as if it were difficult terrain. \nOnce the storm tower appears, it is stationary for the duration, but you can move normally inside it.", :key :storm-tower, :school "abjuration", :name "Storm Tower", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :ray-of-exhaustion {:description "You strike a creature you can see within range with an enervating black ray. The creature must make a Constitution saving throw or take 2d10 necrotic damage and suffer one level of exhaustion. If the creature misses its saving throw by 5 or more, it suffers two levels of exhaustion. On a successful save, the creature takes half damage and suffers no exhaustion levels.", :key :ray-of-exhaustion, :school "necromancy", :name "Ray of Exhaustion", :duration "Instantaneous", :level 3, :option-pack "Player's Companion", :components {:material true, :material-component "a drop of sweat", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :challengers-mark {:description "You bellow out a magical challenge that your opponent finds difficult to ignore. When casting this spell, make a melee weapon attack against one creature within range. On a hit, the target suffers the attack's normal effects. In addition, before the beginning of your next turn, the target has disadvantage on the next attack roll it makes that does not target you. Also, if the target willingly moves more than 30 feet away from you, or makes an attack that suffers disadvantage from this spell, it immediately takes 1d8 psychic damage.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target suffers for moving more than 30 feet away from you, or attacking you with disadvantage, increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.", :key :challengers-mark, :school "enchantment", :name "Challenger's Mark", :duration "1 round", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :accelerated-movement {:description "For the duration, it does not cost you extra movement to crawl, climb, squeeze, swim, or move across difficult terrain.", :key :accelerated-movement, :school "transmutation", :name "Accelerated Movement", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player's Companion", :components {:material true, :material-component "a dead cockroach", :somatic true, :verbal false}, :ritual false, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :shadow-walk {:description "You and up to four creatures that are holding hands meld into the shadows as you are all drawn toward the outer edges of the Plane of Shadow. You and each creature travel together among the shadows, travelling up to a distance of 50 miles in one hour and ending on the same plane from the point where you started.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the distance increases by 50 miles and the duration increases by 1 hour for every slot level above 6th.", :key :shadow-walk, :school "illusion", :name "Shadow Walk", :duration "Concentration, up to 1 hour", :level 6, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :briar-web {:description "Thorny plants sprout from the ground in a 40-foot radius, starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature takes 1d4 piercing damage when it enters the area and for every 5 feet it travels through the area.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the piercing damage increases by 1d4 for each slot level above 2nd.", :key :briar-web, :school "transmutation", :name "Briar Web", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "Player's Companion", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "150 feet"}, :anticold-sphere {:description "This spell creates a comfortably warm 10-foot radius sphere centered on the spellcaster. Friendly creatures within the sphere are immune to cold damage. In addition, creatures made of ice or cold can’t enter the spell’s area; if such a creature is within the sphere when the spell is cast, it is pushed to the nearest unoccupied space outside the sphere.", :key :anticold-sphere, :school "abjuration", :name "Anticold Sphere", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self (10-foot radius)"}, :negative-energy-aura {:description "You radiate life-sapping negative energy in a 10-foot radius. Each living creature that starts its turn within 10 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d10 necrotic damage. On a successful save, the creature takes half the damage.\nAn undead creature that starts its turn within 10 feet of you regains 1d10 hit points up to its normal maximum.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the necrotic damage dealt to living creatures or the amount of hit points healed for undead creatures increases by 1d10 for every two slot levels above 4th.", :key :negative-energy-aura, :school "necromancy", :name "Negative Energy Aura", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (10-foot radius)"}, :dissonant-chant {:description "You create discordant whispers that fill a 20-foot radius within range. The whispers start at a low volume, but quickly rise to a crescendo of blaring and confusing voices that distract all creatures in the area. Any spellcaster that attempts to cast a spell within the area must make a Constitution saving\nthrow against your spell save DC, or the spell fails. Likewise, a spellcaster in the affected area that is concentrating on a spell at the beginning of its turn must make a Constitution saving throw against your spell save DC, or lose concentration on the spell. \nIn addition, any creature within the area has advantage on saving throws against spells that depend upon language, such as charm person.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the effect increases by 10 feet for every slot level above 2nd.", :key :dissonant-chant, :school "abjuration", :name "Dissonant Chant", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :frostwind-blade {:description "As part of the action used to cast this spell, you must make a melee weapon attack against one creature within the spell's range, otherwise the spell fails. Your weapon leaves a frosty trail as it cuts through the air, striking a blow that inflict winter's wrath. On a hit, the target suffers the attack's normal effects, and the next time the target makes an attack roll until the end of your next turn, it must either accept disadvantage on the attack roll or take 1d10 cold damage and make the attack roll normally. A creature within 5 feet of you that takes cold damage from this cantrip reduces their speed by half until the end of your next turn.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d10 cold damage to the target, and the damage the target suffers for not taking disadvantage on their next attack increases to 2d10. Both damage rolls increase by 1d10 at 11th level and 17th level.", :key :frostwind-blade, :school "evocation", :name "Frostwind Blade", :duration "1 round", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :dethos-delirium {:description "You touch a creature that is either drugged, drunken, unconscious, or sleeping, and it must make a Wisdom saving throw. The saving throw is made with disadvantage if the creature is asleep or unconscious. On a failed save, the creature begins to talk randomly. At the start of the creature’s turn each round, roll 1d4; on a roll of 1, the creature speaks a password, a word to activate an item, the name of a secret location, the direction toward a hideout, or other similar secret information.\nThe creature can’t be asked specific questions. At the end of each of the creature’s turns, it can attempt a new Wisdom saving throw. On a successful save, the creature is no longer affected by this spell. If the creature is awakened or cured of its current condition at any time, the spell ends.", :key :dethos-delirium, :school "enchantment", :name "Detho's Delirium", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player's Companion", :components {:material true, :material-component "a small silver or brass bell", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :keen-edge {:description "You speak and bestow an ancient blessing upon either a melee or ranged weapon that you touch. For the duration, attack rolls with that weapon score a critical hit with a roll of 19 or 20 on the die. This spell can only be cast on weapons that deal piercing or slashing damage.", :key :keen-edge, :school "transmutation", :name "Keen Edge", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin true, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :dead-end {:description "As you finish the spell, an illusion masks the footprints and scent of creatures you choose within\n30 feet of you for the duration. Any creature attempting to track the affected creatures by scent or\nsight must make an Intelligence (Investigation) check against your spellcasting DC. If the check fails,\nthe creature loses the trail and has disadvantage on all further ability checks to track the affected\ncreatures for the duration.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration\nincreases by 1 hour for each slot level above 1st.", :key :dead-end, :school "illusion", :name "Dead End", :duration "Concentration, up to 1 hour", :level 1, :option-pack "Player's Companion", :components {:material true, :material-component "a pinch of odoriferous spice", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :psychic-shock {:description "You invade another creature’s mind, and for one split second you cause them to perceive some image, noise, or memory that would cause them stress. Choose a target you can see or hear within range. The creature makes an Intelligence saving throw. If it fails, the creature takes 1d6 psychic damage, and it has disadvantage on the next Wisdom check it makes before the end of your next turn. If the creature has not yet acted during this combat, it makes its next attack roll with disadvantage.\nIf the creature fails the saving throw by 5 or more, it does not realize a cantrip caused this effect, and believes the flash of emotional pain it experienced came from its own mind.\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :psychic-shock, :school "illusion", :name "Psychic Shock", :duration "Instantaneous", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "60 feet"}, :bone-blade {:description "You touch a bladed weapon and transform it into an identical weapon made of white ivory. After the transformation, the weapon has the exact damage, size, and weight of the original, but has the following special properties:\n It is unbreakable, though it crumbles to dust when the spell ends.\n It is considered magical.\n The blade inflicts an extra weapon die of damage against undead.\n An undead creature struck with the weapon takes an additional 1d4 necrotic damage each round for the duration.\n Once per turn, you can force an undead creature you hit with the bone blade to make a Wisdom saving throw. On a failed save, the creature is disintegrated. If an undead creature disintegrated by this weapon has a CR of 4 or more, the blade also crumbles to dust.", :key :bone-blade, :school "transmutation", :name "Bone Blade", :duration "Concentration, up to 1 minute", :level 8, :option-pack "Player's Companion", :components {:material true, :material-component "a bladed weapon and a bone from any creature", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :know-direction {:description "You can discern which direction is north if you are at a location where north exists.", :key :know-direction, :school "divination", :name "Know Direction", :duration "Instantaneous", :level 0, :option-pack "Player's Companion", :components {:material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :aegis-of-assault {:description "With a flash of light, you bring instant vengeance to the attacking enemy. As part of the reaction used to cast this spell, you choose to do either one or both of the following:\n Teleport to an unoccupied space, as long as that space is not farther away than you are now from the creature that made the triggering attack.\n Make one melee weapon attack against the attacker if it is within reach. You can use your spellcasting ability instead of your Strength for the attack and damage rolls of this attack if you choose. If the attack hits, it deals an extra 1d4 radiant damage.\nIf you are unable to do either one, the spell ends. Otherwise, after the triggering attack is resolved, the creature who made that attack has disadvantage on attack rolls against creatures besides you until the end of its next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases to 60 feet, and the radiant damage increases by 1d4 for each slot level above 3rd.", :key :aegis-of-assault, :school "conjuration", :name "Aegis of Assault", :duration "1 round", :level 3, :option-pack "Player's Companion", :components {:material true, :material-component "a weapon", :somatic false, :verbal true}, :ritual false, :attack-roll? false, :casting-time "1 reaction, which you take when a creature within range hits one of your allies with a melee attack", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :beast-claws {:description "When you cast this spell, your fingers transform into razor-sharp talons. Your unarmed strikes deal 1d6 slashing damage for the duration, and you are proficient with your unarmed strikes.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s duration increases by 1 hour for each slot level above 1st.", :key :beast-claws, :school "transmutation", :name "Beast Claws", :duration "Concentration, up to 1 hour", :level 1, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :hidden-lodge {:description "You conjure a 20-foot square cottage made of stone that appears as a natural rock formation or similar natural terrain feature that blends in with its surroundings. A creature within 30 feet that investigates the area must make a successful DC 20 Intelligence (Investigation) check to discover the hidden lodge. The cottage contains a fireplace, bunks for up to eight people, and a wooden table with eight chairs. The doors are protected against intrusion by arcane lock and alarm spells, and the chimney has a narrow shaft with sturdy bars at the top. \nIn addition, an unseen servant provides service to the lodge’s occupants for the duration.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cottage’s area increases by a 10-foot square and the DC for the Investigation check to discover its true nature increases by 1 for every slot level above 5th.", :key :hidden-lodge, :school "conjuration", :name "Hidden Lodge", :duration "24 hours", :level 5, :option-pack "Player's Companion", :components {:material true, :material-component "a chip of stone, crushed lime, and a few grains of sand", :somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :bladeweave {:description "You give a war cry and unleash a dazzling display of skill with your weapon. Once, on each of your turns, you can force a creature you hit with your melee weapon to make a Wisdom saving throw. On a failed save, the creature is stunned until the end of its next turn.", :key :bladeweave, :school "illusion", :name "Bladeweave", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player's Companion", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :arc-of-lightning {:description "Select two creatures that you can see within range. An arc of lightning lashes out between them, forcing\neach to make a Dexterity saving throw. Each creature takes 12d6 lightning damage on a failed save, or half as much damage on a successful one. \nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the lightning damage increases by 1d6 for each slot level above 5th.", :key :arc-of-lightning, :school "conjuration", :name "Arc of Lightning", :duration "Instantaneous", :level 5, :option-pack "Player's Companion", :components {:material true, :material-component "two small iron rods", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :cacophonic-burst {:description "You give a high-pitched scream that erupts into a thunderous 20-foot radius burst at a point you choose within range. Each creature in the affected area must make a Constitution saving throw or take 8d6 thunder damage on a failed save, or half as much damage on a successful one. This spell fails if cast into an area affected by silence.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the thunder damage increases by 1d6 for each slot level above 5th.", :key :cacophonic-burst, :school "evocation", :name "Cacophonic Burst", :duration "Instananeous", :level 5, :option-pack "Player's Companion", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "150 feet"}, :energy-vortex {:description "When you cast this spell, a roaring vortex of elemental energy of the type you choose (acid, cold, fire, lightning, or thunder) bursts outward from you in a 20-foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 6d6 of the elemental damage type you selected, and it is knocked prone. On a successful save, the creature takes half the damage and isn't knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the elemental damage increases by 1d6 for each slot level above 3rd.", :key :energy-vortex, :school "necromancy", :name "Energy Vortex", :duration "Instantaneous", :level 3, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (20-foot radius)"}, :castigate {:description "You pronounce a divine sanction against those who oppose your creed. All creatures you choose within 10 feet, that have an alignment that differs from your own, must make a Constitution saving throw. On a failed save, a target takes 7d6 psychic damage. On a successful save, a target takes half the psychic damage.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 4th.", :key :castigate, :school "evocation", :name "Castigate", :duration "Instantaneous", :level 4, :option-pack "Player's Companion", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (10-foot radius)"}, :reverse-arrows {:description "Ranged attacks with nonmagical missiles have disadvantage to hit you for the duration. If a missile misses you due to this disadvantage, then the missile is turned back upon your attacker. If that happens, use your reaction to make a ranged spell attack against the attacker. On a hit, the target takes the normal missile damage.\nIn addition, you have resistance to damage from nonmagical missiles for the duration.", :key :reverse-arrows, :school "abjuration", :name "Reverse Arrows", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :spider-plague {:description "You summon four celestials that appear as giant spiders in unoccupied spaces you can see within range. The spiders are friendly to you and aid you to the best of their abilities. The spiders have their own initiative and act on their own turns for the duration. The spiders obey your commands without you having to spend an action; if you don’t issue a command, the spiders defend themselves if they are threatened.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level, you summon two extra spiders.", :key :spider-plague, :school "conjuration", :name "Spider Plague", :duration "Concentration, up to 1 hour", :level 6, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :undeath-to-death {:description "A burst of energy disruptive to undead fills a 30-foot radius sphere centered at a point you can see within range. An undead creature caught within the burst must make a Constitution saving throw. On a failed save, the creature is destroyed. On a successful save, the creature is slowed (as per the slow spell) until the end of its next turn.\nThe difficulty of the saving throw depends upon the Hit Dice of each creature. Undead with 6 Hit Dice or less have disadvantage on the saving throw, creatures that have between 7 and 9 hit dice make a normal saving throw, and creatures with 10 hit dice or more have advantage on the saving throw.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the Hit Dice threshold for each saving throw tier is increased by 1 for every slot level above 7th.", :key :undeath-to-death, :school "necromancy", :name "Undeath to Death", :duration "Instantaneous", :level 7, :option-pack "Player's Companion", :components {:material true, :material-component "a bone fragment from a lich", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "90 feet"}, :battering-ram {:description "You create a small ball of force at a point you choose within range; the ball can be used to batter your foes\nand attack objects that are not worn or carried. As part of the action used to cast the spell, and by using\nan action on each of your turns, you can move the ball up to 30 feet within the spell's range, and make a\nmelee spell attack against a creature or object. \nIf you hit a creature or object with the ball of force, it takes 1d6 force damage and must make a Strength\nsaving throw. On a failed save, the creature is pushed 10 feet in the opposite direction and falls prone. On a successful save, the creature isn’t pushed and doesn’t fall prone.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the force damage increases by 1d6 for each slot level above 2nd.", :key :battering-ram, :school "evocation", :name "Battering Ram", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :minor-disguise {:description "You can alter minor features of your appearance. The spell can’t make major changes to your appearance, such as altering your height or weight. However, you could make a scar or wrinkles appear on your face, or you could change the color or length of your hair. For the duration, you may add +2 to any ability checks you make to create a visual disguise for yourself.", :key :minor-disguise, :school "transmutation", :name "Minor Disguise", :duration "1 hour", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :spell-resistance {:description "The creature you touch has advantage on saving throws against spells and has resistance to damage from spells for the duration.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can touch and affect one extra creature for every two slot levels above 5th.", :key :spell-resistance, :school "abjuration", :name "Spell Resistance", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :aspect-of-war {:description "You undergo a fearsome transformation that increases your battle prowess. For the duration, you gain the following benefits:\n Your size increases by one category.\n You can attack twice when you take the attack action.\n Your unarmed and melee weapon attacks use your spellcasting ability modifier for hit and damage rolls.\n Your unarmed and melee weapon attacks deal an extra 1d4 damage.\n Your skin thickens, and you can’t have an armor class lower than 16.\n You gain 20 temporary hit points that last until the duration expires.\n Your speed increases by 10 feet.", :key :aspect-of-war, :school "transmutation", :name "Aspect of War", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Player's Companion", :components {:material true, :material-component "a potion of heroism, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :salutary-touch {:description "You remove one level of exhaustion from the creature you touch. The creature gains advantage on Constitution saving throws to avoid the effects of exhaustion for the duration.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can remove one more level of exhaustion for every two slot levels above 1st.", :key :salutary-touch, :school "transmutation", :name "Salutary Touch", :duration "1 hour", :level 1, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :disguise-undead {:description "You alter the appearance of an undead creature with the touch of your hand, masking its undead nature. You can make the creature appear as it did in life, or give it the appearance of another race. However, you can’t change the creature’s general body type, but you could, for example, make a zombie or a wight look like a half-elf dressed in fine clothing.\nIn addition, you can alter its height by one foot, making it appear taller or shorter, and you can make it look fat, thin, or anything in between. You can add small distinctive features to the illusion, such as a mole on the creature’s face, or a braided beard. However, the spell doesn’t change the smell, sound, or tactile features of the undead.\nAnother creature interacting with the disguised undead can use an action to make an Intelligence (Investigation) check against your spell save DC to detect the disguise. The spell masks the disguised creature from divination spells that detect undead. To such a divination spell, the creature appears as the type of creature the disguise emulates.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can touch and affect one additional undead for every two slot levels above 2nd.", :key :disguise-undead, :school "illusion", :name "Disguise Undead", :duration "24 hours", :level 2, :option-pack "Player's Companion", :components {:material true, :material-component "a cocoon of a death's head moth", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :body-harmonic {:description "You rub the crystal goblet while chanting a poetic verse, and it begins to resonate with an earsplitting tone. Choose a creature within range as your target; the piercing tone wracks the target’s body with painful vibrations, and it must make a Constitution saving throw. On a failed save, the creature takes 1d10 thunder damage and has disadvantage on ability checks and saving throws with an ability of your choice until the end of its next turn. \nThe creature must make a new Constitution saving throw at the end of each of its turns, with the effects described above happening on a failed save. On a successful save, the target takes half the thunder damage, and doesn't have disadvantage on ability checks and saving throws. This is repeated every round until the spell ends.", :key :body-harmonic, :school "transmutation", :name "Body Harmonic", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player's Companion", :components {:material true, :material-component "a water-filled crystal goblet worth at least 500 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :mindspeak {:description "You send a telepathic message to one creature within range. The target (and only the target) receives the message as your voice whispering in their mind. They can send a telepathic message back in reply. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.\nCreatures with an Intelligence score of 2 or less aren’t affected by this spell. You don’t need to share a language with a creature for it to understand your telepathic utterances, but the creature must understand at least one language in order to communicate this way. If you cannot see or hear the target, you must be familiar with the target and know its approximate location with range. If the creature is not within range, the spell fails.", :key :mindspeak, :school "divination", :name "Mindspeak", :duration "1 round", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "120 feet"}, :laerals-invisible-blade {:description "You create an invisible sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. Because the sword is invisible, you have advantage on all attack rolls with the sword against creatures that can’t see invisible objects. On a hit, the target takes 3d10 force damage.\nUntil the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a location you can see and repeat this attack against the same target or a different one.", :key :laerals-invisible-blade, :school "evocation", :name "Laeral's Invisible Blade", :duration "Concentration, up to 1 minute", :level 8, :option-pack "Player's Companion", :components {:material true, :material-component "a metal-bladed weapon that is consumed by the spell", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :caltrops {:description "You cause caltrops to appear from the ground in a 5- foot square area within range; the caltrops last for\nthe duration. Any creature that moves into the spell’s area must make a Dexterity saving throw. On a failed save, the creature stops moving and takes 1 piercing damage. In addition, the creature’s speed is reduced by 10 feet until the end of its next turn. On a successful save, the creature is unaffected by the caltrops. If the creature treats the area as difficult terrain, it can avoid the caltrops.", :key :caltrops, :school "transmutation", :name "Caltrops", :duration "1 minute", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :echoing-blow {:description "As part of the action used to cast this spell, you must make an unarmed strike or weapon attack against one creature within range. On a hit, the target suffers the attack's normal effects, and if the target is concentrating on a spell when this attack hits, the attack deals an extra 1d6 thunder damage, which creates a loud noise that can be heard up to 100 feet away.\nIn addition, until the start of your next turn, the next time the target you hit with this cantrip makes a Constitution saving throw to maintain concentration (such as against damage from this spell), it does so with disadvantage.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 thunder damage to the target, and the damage the target suffers if it is concentrating on a spell increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.", :key :echoing-blow, :school "abjuration", :name "Echoing Blow", :duration "1 round", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :flame-arrow {:description "You conjure five flaming arrows that appear above you. As part of the action used to cast this spell, you can make a ranged spell attack with each arrow against a single target or separate targets within 120 feet. On a hit, an arrow deals 1d10 fire damage to the target. On a miss, an arrow fades away harmlessly.\nYou don’t have to attack with all the arrows on the same turn. If there are still arrows remaining on your following turns, you can use an action to make a ranged spell attack with any number of the remaining arrows. If the duration expires, any unused arrows fade away harmlessly.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional flame arrow for each slot level above 3rd.", :key :flame-arrow, :school "conjuration", :name "Flame Arrow", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player's Companion", :components {:material true, :material-component "a drop of oil and a piece of flint", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :aegis-of-ensnarement {:description "Your magic ensnares an attacking enemy, compelling it to attack you instead of your ally. The creature that made the triggering attack must roll a Charisma saving throw before that attack is resolved. If it fails, you teleport it to an unoccupied space within 5 feet of you. It then makes the triggering attack against you instead, comparing the same attack roll to your Armor Class to determine whether it hits or misses you.\nWhether the saving throw succeeds or fails, after the triggering attack is resolved, the attacking creature takes 1d4 psychic damage and has disadvantage on attack rolls against creatures besides you until the end of its next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases to 60 feet, and the psychic damage increases by 1d4 for each slot level above 3rd.", :key :aegis-of-ensnarement, :school "enchantment", :name "Aegis of Ensnarement", :duration "1 round", :level 3, :option-pack "Player's Companion", :components {:material true, :material-component "a weapon", :verbal true}, :casting-time "1 reaction, which you take when a creature within range hits one of you allies with a melee attack", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :maelstrom-greater {:description "You create a 120-foot wide by 60-foot deep swirling vortex that forms in a water source you can see within range. If the water source isn’t at least the size of the vortex, the spell fails. A creature in the water that is caught within 60 feet of the vortex must make a Strength saving throw. On a failed save, the creature is sucked into the vortex’s swirling waters. \nA creature that starts its turn within the vortex’s swirling waters must make a Strength saving throw. On a failed save, the creature takes 8d6 bludgeoning damage, and it is sucked 10 feet closer to the vortex’s center. On a successful save, the creature doesn’t take damage, and isn’t sucked closer to the vortex’s center. In addition, the creature can use its action to make a Strength (Athletics) check against the spellcaster's DC to swim away from the vortex's center; however, the swirling waters are considered difficult terrain. On a failed check, the creature doesn't make any progress.\nA creature that starts its turn in the vortex’s center, must make a Strength saving throw. On a failed save, the creature takes 8d6 bludgeoning damage and it is sucked 10 feet below the water’s surface. A creature that reaches the vortex’s bottom, 60 feet below the surface, is ejected a further 20 feet downward beneath the vortex’s center.", :key :maelstrom-greater, :school "conjuration", :name "Maelstrom, Greater", :duration "Concentration, up to 1 minute", :level 8, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "300 feet"}, :shadow-form {:description "Shadows wrap around your body, distorting your appearance and altering your form. You gain advantage on Stealth checks for the duration. In addition, you can attempt to squeeze through small openings or cracks no less than 2 inches wide as though they were difficult terrain. This spell is suppressed in areas illuminated by the daylight spell.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 10 minutes for every slot level above 5th.", :key :shadow-form, :school "illusion", :name "Shadow Form", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Player's Companion", :components {:material true, :material-component "a small piece of black cloth from a funeral shroud", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :looming-shadow {:description "As part of the action used to cast this spell, you must make a thrown or ranged weapon attack against one creature within the spell's range; otherwise, the spell fails. If the weapon or ammunition hits the target, a shadowy duplicate of it appears, hanging in the air just short of where the original struck, and you choose one of your allies within 30 feet of the target. The first time the target attacks the chosen ally, forces the chosen ally to make a saving throw, or includes that ally in a harmful area of effect before the end of your next turn, the second weapon or piece of ammunition automatically strikes, inflicting 1d10 psychic damage.\nThis spell's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d10 psychic damage to the target, and the damage the target suffers for acting against the chosen ally increases to 2d10. Both damage rolls increase by 1d10 at 11th level and 17th level.", :key :looming-shadow, :school "illusion", :name "Looming Shadow", :duration "1 round", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :darkbolt {:description "You summon one bolt of dark force that immediately streaks toward a target you choose within range.\nMake a ranged spell attack against the target. On a hit, if the target is a living creature, it takes 2d8 force\ndamage, and it must make a Wisdom saving throw. On a failed save, the creature is stunned until the end of its next turn. If a target is undead, then it doesn’t take the force damage, but it must make a Wisdom saving throw, or be stunned until the end of its next turn.\nAt the start of each of your turns for the duration, one more bolt of dark force appears. You can use an action to make a ranged spell attack with the bolt at a target you can see within range.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the force damage increases by 1d8 for each slot level above 5th.", :key :darkbolt, :school "evocation", :name "Darkbolt", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :memory-rot {:description "You create a cloud of spores that infect the brain of a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 4d6 psychic damage, and it has disadvantage on Intelligence ability checks and saving throws until the end of its next turn. On a successful save, the target takes half damage and doesn’t have disadvantage on Intelligence ability checks and saving throws.\nFor the duration, you can use an action on each of your turns to force the target to make another Constitution saving throw or suffer the spell’s damage and effects.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the psychic damage\nincreases by 1d6 for each slot level above 5th.", :key :memory-rot, :school "evocation", :name "Memory Rot", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :zone-of-respite {:description "You create a zone of warding around you that hedges out otherworldly creatures, such as celestials, fey, fiends, and elementals. These creatures can’t enter or pass through the zone. In addition, the zone blocks teleportation, ethereal travel, and conjuration spells. Creatures can’t cast teleportation or conjuration spells within the zone, nor can they cast these spells through the zone. Creatures affected by spells or features that allow ethereal travel or teleportation can’t enter the zone for the duration.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the zone’s radius increases by 10 feet for every two slot levels above 5th.", :key :zone-of-respite, :school "abjuration", :name "Zone of Respite", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Player's Companion", :components {:material true, :material-component "a small amount of blood from a gorgon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (20-foot radius)"}, :accelerate-metabolism {:description "At the beginning of a short rest, the caster lights the incense and touches a chosen target to increase its metabolism. At the end of the short rest, the target regains the maximum number of hit points for each Hit Die spent. In addition, the recipient can make a saving throw for each poison or disease affecting it. On a successful save, the target recovers from that poison or disease.", :key :accelerate-metabolism, :school "evocation", :name "Accelerate Metabolism", :duration "1 hour", :level 5, :option-pack "Player's Companion", :components {:material true, :material-component "incense made from rare herbs worth at least 50 gp, which the spell consumes", :somatic true, :verbal true}, :ritual true, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :arrow-of-bone {:description "When casting this spell, you touch one nonmagical thrown weapon and transform it into an identical item made of bone. The affected weapon is considered magical.\nA creature struck by the weapon takes the weapon’s normal damage and must also make a Constitution saving throw. The target takes 10d10 necrotic damage on a failed save, or half as much damage on a successful one. Once the weapon is thrown, its magic fades, whether the attack hits or misses.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the necrotic damage increases by 1d10 for each slot level above 7th.", :key :arrow-of-bone, :school "necromancy", :name "Arrow of Bone", :duration "1 hour", :level 7, :option-pack "Player's Companion", :components {:material true, :material-component "a tiny sliver of bone and a drop of magic oil", :somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :withering-palm {:description "Your touch withers flesh and bone. Make a melee spell attack against a creature within your reach. On a hit, the creature takes 10d6 necrotic damage and must make a Constitution saving throw. On a failed save, the creature suffers two levels of exhaustion. On a successful save, the creature takes half the damage, and suffers only one level of exhaustion.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the necrotic damage increases by 1d6 for every slot level above 7th.", :key :withering-palm, :school "necromancy", :name "Withering Palm", :duration "Instantaneous", :level 7, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Touch"}, :dirge {:description "Your magical lament stirs destructive forces that damage and weaken your enemies. Each enemy that starts its turn within 30 feet of you must make a Constitution saving throw. On a failed save, the creature takes 2d10 thunder damage, and it has disadvantage on Strength ability checks, attack rolls, and saving throws until the end of its next turn. On a successful save, the creature takes half the damage, and doesn't have disadvantage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the thunder damage increases by 1d10 for each slot level above 6th.", :key :dirge, :school "evocation", :name "Dirge", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot radius)"}, :silent-portal {:description "For the duration, while you are within range, the selected door, chest, gate, or other object does not make noise when it is opened or closed.", :key :silent-portal, :school "illusion", :name "Silent Portal", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Player's Companion", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :daybreak {:description "You let out a cry that sounds like a rooster's crow. Any sleeping creatures within 20 feet of you immediately awaken.", :key :daybreak, :school "abjuration", :name "Daybreak", :duration "Instantaneous", :level 0, :option-pack "Player's Companion", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (20-foot radius)"}, :cacophonic-shield {:description "You emit a rhythmic droning sound that creates a 10-foot radius sonic barrier around you, and which\nmoves with you. Creatures on either side of the barrier perceive it as a harmless buzzing sound. However, the barrier disrupts both magical and nonmagical missiles fired into or out of it, causing disadvantage on ranged attack rolls.\nThe barrier can also disrupt spells that deal thunder damage. A spellcaster attempting to cast a spell that deals thunder damage into the area must make a DC 15 spellcasting ability check. On a successful check, the spell works normally, but it is dispelled on a failed check.\nA creature that attempts to cross the barrier in either direction must make a Constitution saving throw. On a failed save, the creature is deafened for 1 minute and takes 4d6 thunder damage. The creature can attempt a new saving throw at the end of each of its turns, and on a success, it is no longer deafened. If the creature made its saving throw when it crossed the barrier, it takes half the thunder damage and isn’t deafened. A creature that is forced to cross the barrier is not affected by the cacophonic shield for that movement.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the thunder damage increases by 1d6 for each slot level above 5th.", :key :cacophonic-shield, :school "evocation", :name "Cacophonic Shield", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Player's Companion", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (10-foot radius)"}, :guided-shot {:description "You utter a sound of determination as you aim your ranged weapon at a target. Until the start of your next turn, your ranged weapon attacks don’t suffer disadvantage due to the weapon’s range. This spell doesn’t extend a weapon’s range beyond its normal limitations.\nIn addition, your ranged weapon attacks ignore up to three-quarters cover until the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 1 round for every slot level above 1st.", :key :guided-shot, :school "divination", :name "Guided Shot", :duration "1 round", :level 1, :option-pack "Player's Companion", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :fugue {:description "You select a point within range, and a discordant melody plays eerily to all creatures within a 30-foot radius. Each creature that starts its turn within the area must make a Wisdom saving throw. On a failed save, the creature takes 4d6 psychic damage, and can’t take reactions. On a successful save, the creature takes half the damage, and doesn’t lose its reaction.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 4th.", :key :fugue, :school "illusion", :name "Fugue", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player's Companion", :components {:material true, :material-component "a miniature violin bow made of platinum worth at least 250 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90 feet"}, :choke {:description "You conjure a pair of spectral hands that begin to choke a humanoid you can see within range. The hands remain attached to the victim for the duration. At the beginning of each of the target’s turns, it must make a Constitution saving throw. On a failed save, the target takes 1d6 bludgeoning damage, and has disadvantage on attack rolls until the end of its next turn. On a successful save, the target is unaffected that round, but the hands remain attached. As a bonus action on each of your turns, you can force the target to make a new Constitution saving throw, or suffer the bludgeoning damage and disadvantage on attack rolls until the end of its next turn. The spell ends if the creature dies or loses consciousness.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning damage increases by 1d6 for each slot level above 2nd.", :key :choke, :school "necromancy", :name "Choke", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player's Companion", :components {:material true, :material-component "a handkerchief with a knot tied in its center", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "90 feet"}, :vision {:description "You sacrifice a magic item to a divine power in exchange for a vision related to a specific question. Roll 2d6 and add +1 for each rarity category of the magic item you sacrifice. On a result of 10 or above, the vision you requested is granted. On a result of 7–9, you receive a minor vision, which may not be related to the question you asked, but will still be helpful.\nOn a result of 2–6, the divine power is displeased with your sacrifice, and you are affected by a powerful geas spell, which requires you to perform some service for the deity. The service lasts for at least 1 month, but no longer than a year. If you don’t perform the service for some reason, you can’t cast this spell again for at least 1 year; in addition, you receive a cumulative permanent -1 on all future rolls to receive a vision.\nRegardless of the result you rolled, the magic item is consumed during the ritual, and fades out of existence. Artifacts and sentient magic items can’t be used as components and are unaffected by this spell.", :key :vision, :school "divination", :name "Vision", :duration "Special", :level 7, :option-pack "Player's Companion", :components {:material true, :material-component "a magic item, which the spell consumes", :somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :sensory-deprivation {:description "Choose a creature that you can see within range as your target. The creature must make a Wisdom saving throw. On a failed save, the creature is blinded, deafened, and it can’t benefit from blindsight or any other sense for the duration. The creature can attempt a new saving throw at the end of each of its turns, and on a success, the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one more creature within range for every two slot levels above 4th.", :key :sensory-deprivation, :school "illusion", :name "Sensory Deprivation", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player's Companion", :components {:material true, :material-component "a black silk cloth", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :blackstaff {:description "You touch a staff and imbue it with a shimmering black radiance. For the duration, the staff has the following qualities:\n\n The staff can’t harm the caster or any creature that was touching it when the spell was cast.\n Melee attacks with the staff are made with advantage.\n The staff is considered a magic weapon that deals 3d4 bludgeoning damage on a hit.\n The staff absorbs any spell cast upon it, and can’t be affected by any spell other than a wish, antimagic ray, Mordenkainen's disjunction, or antimagic shell.\n\nIn addition, at the beginning of each of the wielder’s turns, the wielder can choose one of the following special effects:\n\n On a successful melee attack with the staff, the target’s hit point maximum is reduced by 3d4. The target’s hit point maximum can only be restored by greater restoration or similar magic.\n On a successful hit, the staff casts dispel magic on the target as if you had cast it at its lowest level.\n On a successful hit, the target must make a successful Wisdom saving throw, or it can’t cast spells until the end of its next turn.\n On a successful hit, the target is indecisive and can’t use an Attack action on its next turn.\n On a successful hit, roll for a random effect on the following table:\n\nRoll Effect\n01-45 The target is unaffected\n46-65 The target must make a successful Wisdom saving throw, or be affected by confusion until the end of its next turn.\n66-75 The target must make a successful Constitution saving throw, or be stunned until the end of its next turn.\n76-85 The target must make a successful Wisdom saving throw, or be affected by fear until the end of its next turn.\n86-95 The target must make a successful Strength saving throw, or be pushed 10 feet in the opposite direction and knocked prone.\n96-00 The target must make a successful Intelligence saving throw, or be affected by feeblemind until the end of its next turn.\n\nThe blackstaff can be used by any creature proficient with staffs; however, for the duration, a creature touching the staff can’t cast spells. In addition, if a creature within reach tries to cast a spell, the staff’s wielder can make an opportunity attack against the caster. On a hit, the caster’s spell fails.", :key :blackstaff, :school "transmutation", :name "Blackstaff", :duration "1 minute", :level 8, :option-pack "Player's Companion", :components {:material true, :material-component "a specially crafted staff worth at least 500 gp, which is consumed by the spell at the end of the duration", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :tremorsense {:description "You touch a willing creature and it gains tremorsense with a 30-foot radius for the duration.\n\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of the tremorsense increases by 10 feet for every slot level above 3rd.", :key :tremorsense, :school "transmutation", :name "Tremorsense", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :corpse-visage {:description "This spell transforms the face of a friendly creature you touch into the horrifying visage of a rotting corpse. Any creature with a challenge rating of 1 or lower viewing it must make a Wisdom saving throw. On a failed save, the creature is frightened for the duration. The frightened creature can make another Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends.", :key :corpse-visage, :school "illusion", :name "Corpse Visage", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player's Companion", :components {:material true, :material-component "a rag or piece of cloth taken from a corpse", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :blessed-aim {:description "You invoke divine inspiration to bolster the ranged attacks of your allies. Each ally within range gains a +2 bonus to ranged attack rolls for the duration.", :key :blessed-aim, :school "divination", :name "Blessed Aim", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot radius)"}, :natures-avatar {:description "You touch a beast and transform it into an exemplary member of its species. For the duration, the spell has the following effects on the target:\n\n It gains one size category.\n It’s speed increases by 20 feet.\n You can command it, as per the Dominate Beast spell.\n It has maximum hit points for its kind.\n It gains 40 temporary hit points.\n Its natural attacks are considered magical, and deal an extra 2d8 damage.\n It has advantage on Strength and Constitution ability checks and saving throws.\n It has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", :key :natures-avatar, :school "transmutation", :name "Nature's Avatar", :duration "8 hours", :level 9, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :shooting-stars {:description "Three fiery motes appear and hover above you for the duration. As part of the action used to cast the spell, you can launch all the motes at targets you can see within range. However, a target can attempt a Dexterity saving throw to avoid the fiery mote. On a failed save, the target takes 2d6 fire damage, and the mote detonates.\nThe target and each creature within 10-feet of the burst must then make a Dexterity saving throw. On a failed save, a creature takes 5d6 fire damage, or half as much on a successful one. The saving throw is more difficult for a direct hit against targets within 45 feet of the caster; these targets have disadvantage on the initial saving throw.\nIf a target makes the initial Dexterity saving throw, the mote misses and flies to the extent of the spell’s range and then bursts with the same effects described above. The caster can fire all the motes the first round, or use an action to fire the remaining motes before the duration expires.", :key :shooting-stars, :school "evocation", :name "Shooting Stars", :duration "Concentration, up to 1 minute", :level 8, :option-pack "Player's Companion", :components {:material true, :material-component "a wax candle lit and held for the duration", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "90 feet"}, :great-shout {:description "You grip an item that radiates magic as you focus all your effort into a great shout that sends forth a tremendous blast in a direction you choose. Each creature and unattended object in a 90-foot cone radiating out from you must make a Constitution saving throw. On a failed save, the creature or object takes 18d6 thunder damage; creatures are also deafened for 1 minute. On a successful save a creature takes half the damage and isn’t deafened. This spell causes structural damage to objects, such as walls, pillars, doors, and gates caught in the spell’s area.\nHowever, this spell can be costly and dangerous to cast. As soon as the spell is cast, you must make a successful DC 15 Constitution saving throw. On a failed save, you suffer two levels of exhaustion. On a successful save, you suffer no ill effects.", :key :great-shout, :school "evocation", :name "Great Shout", :duration "Instantaneous", :level 8, :option-pack "Player's Companion", :components {:material true, :material-component "an item that radiates a magical aura", :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :aura-of-glory {:description "This spell creates an aura centered on you that bathes all friendly creatures within a 15-foot radius in a warm and comforting light. Each affected creature has advantage on saving throws against being frightened for the duration. The aura moves with you.", :key :aura-of-glory, :school "transmutation", :name "Aura of Glory", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player's Companion", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (15-foot radius)"}, :daggerspell-stance {:description "You create a powerful barrier of silver force that protects your weapons and the arms that bear them.\n\nFor the duration, you gain the following benefits:\n You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using one-handed weapons that inflict piercing or slashing damage.\n You cannot be forced to drop a one-handed weapon you are holding.\n Each time you hit with a melee attack using a one-handed weapon that inflicts piercing or slashing damage, you inflict an additional 1d4 force damage.\n You gain a magical +1 bonus to AC while you are wielding a light or simple melee weapon in each hand.\n Whenever you deal piercing or slashing damage to a creature more than once during your turn, you gain advantage on saving throws against spells cast by that creature until the start of your next turn.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 1 hour.", :key :daggerspell-stance, :school "abjuration", :name "Daggerspell Stance", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player's Companion", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :word-of-authority {:description "You attempt to instantly convince one creature within range who can hear and see you not to act against your authority. The target must make a Charisma saving throw, which it makes with advantage if its current hit points are more than half its hit point maximum. If the target has an Intelligence of 5 or lower, it automatically succeeds.\nOn a failure, the target becomes indifferent to creatures of your choice that it was hostile toward for the duration. For the same duration, the speed of the target that failed the save is also reduced to 0, and every time it makes an attack roll against you or any ally you choose to include in this effect, it takes psychic damage equal to 1d4 + your spellcasting ability modifier.\nA target that failed its saving throw can make the save again at the end of each of its next two turns. On a success, the spell ends. Once a target has failed its Charisma saving throw against this spell three times, the effects of this spell last the full duration.\nIf you or any ally you included in this effect attack the target or harm it with a spell, the spell ends. If your campaign uses the optional Morale rules described in Chapter 9 of the Dungeon Master's Guide, a creature under the effects of this spell makes a morale check at the start of each of its turns. If it is not hostile towards you when it fails a morale check, it surrenders rather than fleeing.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level of higher, the psychic damage increases by 1d4 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 1 hour.", :key :word-of-authority, :school "enchantment", :name "Word of Authority", :duration "10 minutes", :level 1, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin true, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :thought-projection {:description "You broadcast a mental image or telepathic message to nearby allies. Choose any number of non-hostile creatures within range. These targets (and only the targets) mentally receive the image or message you chose to convey. If it is a message, it must be 10 words or fewer.\nCreatures with an Intelligence score of 2 or less, or creatures unwilling to have you communicate with them, aren’t affected by this spell. You don’t need to share a language with a creature for it to understand what you convey, but if you send a message rather than an image, a creature must understand at least one language to comprehend the message.", :key :thought-projection, :school "abjuration", :name "Thought Projection", :duration "Instantaneous", :level 0, :option-pack "Player's Companion", :components {:material true, :material-component "a small piece of crystal", :somatic true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "30 feet"}, :horrid-withering {:description "You select a point that you can see within range, and a burst of necrotic energy evaporates moisture within a 60-foot radius from the point you selected. A creature caught within the area when the spell is cast must make a Constitution saving throw. The creature takes 13d6 necrotic damage on a failed save, or half as much damage on a successful one. If the damage from this spell drops a creature to 0 hit points, it dies, and its body shrivels up, leaving only dry bones.", :key :horrid-withering, :school "necromancy", :name "Horrid Withering", :duration "Instantaneous", :level 8, :option-pack "Player's Companion", :components {:material true, :material-component "a sponge", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}, :crystalbrittle {:description "You touch any metal object up to a 30-foot cube in volume and turn it into a fragile crystalline substance that shatters easily upon impact. You can transform any metal object or even a creature made of metal such as an iron golem.\nIf you target an item worn or carried by another creature, or if you target a creature made of metal, you must make a successful melee spell attack against the target. If the target object is magical, your attack is made with disadvantage. On a hit, the target object or creature is affected by the spell. Artifacts are not affected by this spell.\nOnce transformed, the object or creature has AC 5 and 1 hit point.", :key :crystalbrittle, :school "transmutation", :name "Crystalbrittle", :duration "Instantaneous", :level 9, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :slime-wave {:description "A 20-foot radius area you can see within range is covered in green slime (see \"Dungeon Hazards\" in chapter 5 of the Dungeon Master’s Guide). Each creature in the area is also covered in a patch of green slime. A creature moving through the area must make a DC 10 Dexterity saving throw for every 5 feet travelled to avoid being covered in a patch of green slime.\nYou can use an action to cause the area of slime to move in a wave up to 10 feet in a direction you choose. Any creatures in the area of the wave are covered in a patch of green slime. Any creature that was previously covered by the slime, but no longer in its area, must still deal with the green slime as normal.", :key :slime-wave, :school "conjuration", :name "Slime Wave", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Player's Companion", :components {:material true, :material-component "a few drops of stagnant pond water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90 feet"}, :stone-tell {:description "You grant an area of stone with a maximum size of 20 cubic feet the ability to speak to you for the duration. You can ask the stone questions, and it will provide answers to the best of its ability. The stone can tell you what creatures have recently passed nearby or have touched it, or what lies beyond. However, the stone communicates with a primordial intelligence, so you might not receive the answers you’d expect.", :key :stone-tell, :school "divination", :name "Stone Tell", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :bone-javelin {:description "You create a magical javelin that hovers above your head. When the javelin appears, make a ranged spell attack against a target of your choice within range. The javelin ignores up to three-quarters cover as it turns in flight to avoid obstacles. On a successful hit, the target takes 3d6 piercing damage.\nRegardless of whether you hit or not, the javelin reappears above your head. Until the spell ends, you can use a bonus action on each of your turns to repeat this attack against the same target or a different one.", :key :bone-javelin, :school "transmutation", :name "Bone Javelin", :duration "1 minute", :level 7, :option-pack "Player's Companion", :components {:material true, :material-component "a tiny replica of a javelin carved from bone", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "300 feet"}, :aegis-of-shielding {:description "You protect your ally with a gleaming barrier of invisible force. Until the end of the turn, the target of the triggering attack gains resistance to bludgeoning, piercing, and slashing damage, as well as a +5 bonus to AC, including against the triggering attack. \nAfter the triggering attack is resolved (whether it hits or misses), the creature that made the attack takes 1d4 force damage and has disadvantage on attack rolls against creatures besides you until the end of its next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases to 60 feet, and the force damage increases by 1d4 for each slot level above 3rd.", :key :aegis-of-shielding, :school "abjuration", :name "Aegis of Shielding", :duration "Instantaneous", :level 3, :option-pack "Player's Companion", :components {:material true, :material-component "a weapon", :somatic false, :verbal true}, :casting-time "1 reaction, which you take when a creature within range of you hits one of your allies with a melee attack", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :fire-seeds {:description "You choose to imbue either up to four acorns or eight holly berries to create either magical grenades or firebombs that last until they are used or the spell’s duration expires. If you choose to imbue the acorns, then you can use an action to throw one of the acorns on your turn; make a ranged spell attack against a target of your choice within 100 feet; on a hit, the acorn explodes and deals 4d6 fire damage to the target.\nIf you choose to imbue the holly berries with this spell’s magic, they can’t be thrown effectively, so they are usually placed in specific locations and then ignited using a command word. If you are within 200 feet of one of the holly berries when you speak the command word, it explodes and deals 1d8 fire damage in a 5-foot radius. A creature caught in the blast radius must make a Dexterity saving throw. On a successful save, the creature takes half the fire damage.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create one additional acorn or two additional holly berries for each slot level above 6th.", :key :fire-seeds, :school "conjuration", :name "Fire Seeds", :duration "1 hour", :level 6, :option-pack "Player's Companion", :components {:material true, :material-component "four acorns or eight holly berries", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :amplify {:description "This spell amplifies all sound in a 15-foot radius sphere centered on a creature or object within range.\nIf an unwilling creature is targeted by this spell, it must make a Wisdom saving throw; on a failed save,\nthe spell successfully targets the creature. If the save is successful, the spell fails.\nOnce the spell takes effect, a creature outside of the spell’s area listening to sounds coming from within the area has advantage on Wisdom (Perception) checks to discern sounds within the area. This amplifying effect isn’t noticeable by creatures within the affected area. The spell has no effect when targeting a creature or object in an area affected by the silence spell.", :key :amplify, :school "transmutation", :name "Amplify", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "Player's Companion", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "300 feet"}, :insightful-feint {:description "With a flourish, you feint one way and then another, leaving your target’s defenses more vulnerable to your next attack. You have advantage on the next melee weapon attack roll you make against the target before the start of your next turn. On a hit, the target takes an extra 1d6 damage of the weapon’s damage type.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level above 1st.", :key :insightful-feint, :school "divination", :name "Insightful Feint", :duration "1 round", :level 1, :option-pack "Player's Companion", :components {:somatic false, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :hide-the-path {:description "You select a point that you can see within range. The area is warded against spells from the divination school of magic in a 200-foot radius from the point you selected. 'Find the Path' cast within the area automatically fails. A caster who attempts to cast a spell from the divination school of magic must make a Wisdom saving throw. On a failed save, the spell fails. On a successful save, the spell functions normally.", :key :hide-the-path, :school "abjuration", :name "Hide the Path", :duration "24 hours", :level 6, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :telepathic-challenge {:description "You magically command your foe’s attention. Choose one creature within range. Until the spell ends, whenever you are within 5 feet of that creature, it has disadvantage on attack rolls against creatures besides you.", :key :telepathic-challenge, :school "enchantment", :name "Telepathic Challenge", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "15 feet"}, :deeper-darkvision {:description "You touch a creature and grant it darkvision out to a range of 90 feet for the spell’s duration. If the target\nalready has darkvision to a range of 90 feet or more, then its vision is extended another 30 feet. \nIn addition, the target can see in magical darkness cast at the same level or lower as if it were lightly obscured.\n\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can touch and\naffect one additional creature for every two slot levels above 3rd.", :key :deeper-darkvision, :school "transmutation", :name "Deeper Darkvision", :duration "8 hours", :level 3, :option-pack "Player's Companion", :components {:material true, :material-component "a pinch of dried carrot or an agate", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :body-of-the-sun {:description "Your body emanates blazing fire in a 5-foot radius. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. The target takes 2d4 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d4 for each slot level above 2nd.", :key :body-of-the-sun, :school "transmutation", :name "Body of the Sun", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (5-foot radius)"}, :cometfall {:description "When you cast this spell, a blazing comet plummets to the ground at a point you choose within range, and bursts in a 5-foot radius with a thunderous roar. Each creature in the comet’s blast area must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning and 5d6 thunder damage, and is pushed 10 feet back and knocked prone. On a successful save, the creature takes half the damage and isn’t pushed or knocked prone. In addition, the comet’s impact area is filled with rubble and is considered difficult terrain.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bludgeoning and thunder damage both increase by 2d6 for each slot level above 6th.", :key :cometfall, :school "conjuration", :name "Cometfall", :duration "Instantaneous", :level 6, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90 feet"}, :otilukes-telekinetic-sphere {:description "This spell functions the same as Otiluke’s resilient sphere, except that a creature or object inside weighs only one-sixteenth its normal weight, and the caster can move the sphere up to 30 feet in any direction with a bonus action on each turn.", :key :otilukes-telekinetic-sphere, :school "evocation", :name "Otiluke's Telekinetic Sphere", :duration "Concentration, up to 1 minute", :level 8, :option-pack "Player's Companion", :components {:material true, :material-component "a hemispherical piece of clear crystal and a matching hemispherical piece of acacia gum, and a pair of bar magnets", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :paralyzing-field {:description "You cause a 10-foot radius paralytic field to form at a point you see within range. A creature that starts its turn within the field must make a Wisdom saving throw or be paralyzed until the start of its next turn. On a successful save, the creature is unaffected that turn.\nAt Higher Levels. When you cast this spell using a spell slot of 9th level, the radius of the paralytic field increases to 20 feet.", :key :paralyzing-field, :school "enchantment", :name "Paralyzing Field", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Player's Companion", :components {:material true, :material-component "a small ball of powdery clay soaked in wasp venom", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "120 feet"}, :mordenkainans-disjunction {:description "You speak an ancient cipher that disrupts all magic within 30 feet of you. Any spells within range other than those you have cast upon yourself are instantly ended, and all unattended magic items are destroyed as the magic that holds them together is unraveled.\nIn addition, any creature other than you within range that carries any magic items must make a Wisdom saving throw for each item carried; a creature can use its own Wisdom saving throw for each item, with a bonus equal to 1 plus the item's maximum bonus, as listed in the “Magic Item Power by Rarity” table in chapter 9 of the Dungeon Master's Guide. On a failed save, the item is destroyed.\nArtifacts and sentient magic items are unaffected by this spell.", :key :mordenkainans-disjunction, :school "enchantment", :name "Mordenkainan's Disjunction", :duration "Instantaneous", :level 9, :option-pack "Player's Companion", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot radius)"}, :launch-bolt {:description "You hold a crossbow bolt in your hand as you finish the spell; as part of the action used to cast the spell, you can make a ranged spell attack with the bolt at a target you can see within 120 feet. On a hit, the target takes 1d10 piercing damage; the target is also subject to any special properties the bolt may possess.\nAt Higher Levels. You can launch two crossbow bolts as part of the action used to cast this spell when you reach 5th level, three at 11th level, and four at 17th level. However, you must make a separate attack roll with each bolt.", :key :launch-bolt, :school "transmutation", :name "Launch Bolt", :duration "Instantaneous", :level 0, :option-pack "Player's Companion", :components {:material true, :material-component "a crossbow bolt", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :magic-fang {:description "You touch a beast and imbue its natural attacks with magical energy. For the duration, the creature’s natural attacks are considered magical and gain a +1 bonus to hit and damage.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to hit and damage increases by +1 for every two slot levels above 1st.", :key :magic-fang, :school "transmutation", :name "Magic Fang", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :song-of-battle {:description "You play a musical instrument and recite a valorous song that bolsters nearby allies. All allies that start their turns within the spell's radius have advantage on Wisdom saving throws and are immune to being frightened or charmed for the duration.", :key :song-of-battle, :school "enchantment", :name "Song of Battle", :duration "Concentration, up to 1 hour", :level 8, :option-pack "Player's Companion", :components {:material true, :material-component "a musical instrument", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (120-foot radius)"}, :veil-of-shadow {:description "Shadows cling to you, lightly obscuring your form. For the duration, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to hide. You do not gain these benefits if you are in an area of light created by a spell cast with a spell slot of 3rd level or higher.\n\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 minutes and the level of the light spell needed to overcome this spell’s effects increases by 1 for every slot level above 2nd.", :key :veil-of-shadow, :school "evocation", :name "Veil of Shadow", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :acid-bolts {:description "You conjure two watery globes of acid that appear in the air next to you. Each globe hits a creature of your choice within range. Both globes can target a single creature, or you can direct each to strike a different creature. When hit with a globe, the target must make a Dexterity saving throw. On a failed save, the target takes 4d10 acid damage, or half as much damage on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the acid damage increases by 1d10 for each slot level above 4th.", :key :acid-bolts, :school "evocation", :name "Acid Bolts", :duration "Instantaneous", :level 4, :option-pack "Player's Companion", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "150 feet"}}, :orcpub.dnd.e5/selections {:elemental-patron {:key :elemental-patron, :name "Elemental Patron", :option-pack "Player's Companion", :options [{:description "Your damage types are Lightning and Thunder, and your elemental servant is a Djinnling. You also learn to speak Primordial. You learn an additional Warlock or Wizard cantrip that deals one of your elemental damage types.", :name "Air Patron"} {:description "Your damage types are Acid and Bludgeoning, and your elemental servant is a Daolanin. You also learn to speak Primordial. You learn an additional Warlock or Wizard cantrip that deals one of your elemental damage types.", :name "Earth Patron"} {:description "Your damage types are Fire and Radiant, and your elemental servant is a Efreetikin. You also learn to speak Primordial. You learn an additional Warlock or Wizard cantrip that deals one of your elemental damage types.", :name "Fire Patron"} {:description "Your damage types are Cold and Poison, and your elemental servant is a Djinnling. You also learn to speak Primordial. You learn an additional Warlock or Wizard cantrip that deals one of your elemental damage types.", :name "Water Patron"}]}, :bonus-language {:key :bonus-language, :name "Bonus Language", :option-pack "Player's Companion", :options [{:name "Abyssal"} {:name "Celestial"} {:name "Draconic"} {:name "Sylvan"} {:name "Infernal"}]}, :spellcasting-secrets-lvl-2- {:key :spellcasting-secrets-lvl-2-, :name "Spellcasting Secrets (lvl.2)", :option-pack "Player's Companion", :options [{:name "Acid damage"} {:name "Cold damage"} {:name "Fire damage"} {:name "Lightning damage"} {:name "Poison damage"} {:name "Necrotic damage"} {:name "Radiant damage"} {:name "Thunder damage"}]}, :quickening-disciplines-2nd-tier- {:key :quickening-disciplines-2nd-tier-, :name "Quickening Disciplines (2nd Tier)", :option-pack "Player's Companion", :options [{:description "You cast Dust Devil.", :name "Cyclone-Spawning Sprint (3 KP)"} {:description "You cast Mirror Image.", :name "Desert Mirage Speed Kata (3 KP)"} {:description "You cast Aganazzar's Scorcher.", :name "Flaming Footpath Sprint (3 KP)"} {:description "You cast Blur.", :name "Greater Displacer Beast Stance (3 KP)"} {:description "If you haven’t moved yet on your\nturn, choose an ally you can see within 60 feet of you.\nAs a bonus action, you and that creature teleport,\nswapping places, and your speed is reduced to 0\nuntil the end of the turn. This ability fails and is\nwasted if either of you can’t fit in the destination\nspace.", :name "Instant Transmission Rush (3 KP)"} {:description "As an action, choose one nonmagical\nweapon held by one creature you can see or hear\nwithin 5 feet of you. That creature must succeed on a\nStrength or Dexterity saving throw (its choice), or\nthe chosen weapon can’t be used to attack for 1\nminute. The creature can make another Strength or\nDexterity saving throw at the end of each of its turns,\nending this effect on a success.", :name "Iron-Vibrating Palm (3 KP)"} {:description "You cast Spider Climb.", :name "Monkey Step Infusion"} {:description "You cast Warding Wind.", :name "Spinning Cyclone Defense (3 KP)"} {:description "You cast Gust of Wind.", :name "Tornado Spinning Fist (3 KP)"} {:description "You cast Pass Without Trace (targeting yourself only).", :name "Trackless Step Kata (3 KP)"} {:description "In response to an attack hitting you, you\nuse your reaction to impose disadvantage on that\nattack roll, possibly causing it to miss. You then\nteleport up to 30 feet to an unoccupied space you can\nsee.", :name "Vanishing Leopard Kata (3 KP)"} {:description "You cast Find Traps. When you cast the spell in this way, the range cannot exceed your current walking speed.", :name "Weightless Scouting Sprint (3 KP)"}]}, :daggerspell-metamagic-lvl-7- {:key :daggerspell-metamagic-lvl-7-, :name "Daggerspell Metamagic (Lvl. 7)", :option-pack "Player's Companion", :options [{:description "Spend 1 SP to choose a number of creatures up to your CHA modifier. They automatically succeed their saving throw against your spell.", :name "Careful Spell"} {:description "Spend 1 SP to double the range of a spell, or increase the range of a touch spell to 30ft.", :name "Distant Spell"} {:description "Spend 1 SP to reroll a number of damage die up to your CHA modifier. You must use the new rolls.", :name "Empowered Spell"} {:description "Spend 1 SP to double the duration of a spell with a casting time > 1 minute, to a maximum of 24 hours.", :name "Extended Spell"} {:description "Spend 3 SP to give one target disadvantage on their saving throw against your spell.", :name "Heightened Spell"} {:description "Spend 2 SP to decrease the casting time of a spell from 1 action to 1 bonus action.", :name "Quickened Spell"} {:description "Spend 1 SP to cast a spell without any somatic or verbal components.", :name "Subtle Spell"} {:description "Spend a number of SP = the spell level to target an additional creature with a single target spell.", :name "Twinned Spell"}]}, :arcane-cantrips {:key :arcane-cantrips, :name "Arcane Cantrips", :option-pack "Player's Companion", :options [{:description "Add this cantrip to your spell sheet.", :name "Challenger's Mark"} {:description "Add this cantrip to your spell sheet.", :name "Booming Blade"} {:description "Add this cantrip to your spell sheet.", :name "Echoing Blow"} {:description "Add this cantrip to your spell sheet.", :name "Frostwind Blade"} {:description "Add this cantrip to your spell sheet.", :name "Green-Flame Blade"} {:description "Add this cantrip to your spell sheet.", :name "Looming Shadow"} {:description "Add this cantrip to your spell sheet.", :name "Punishing Strike"}]}, :oracles-burden {:key :oracles-burden, :name "Oracle's Burden", :option-pack "Player's Companion", :options [{:description "You can never speak louder than a whisper. Except when you speak or sing as part of casting a spell or using a class feature, only creatures within 10 feet of you can hear your voice. When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll a d4, subtracting the result from the target’s attack roll.", :name "Choked Voice"} {:description "A milky film covers your eyes. You are permanently blinded. You also have blindsight to a distance of 30 feet.", :name "Eyes Without Sight"} {:description "An incurable plague depletes your physical fortitude. Your hit point maximum decreases by 2 when you gain this feature, and decreases by 1 again whenever you gain a cleric level. Once during your turn, you can roll a d4 and add the result to your attack roll.", :name "Debilitating Illness"} {:description "Your lower limbs cannot move your body. You cannot walk, and unless you have some other means of movement (such as a mount), you can only move by crawling, using your other limbs to pull you along while prone. While crawling, you treat all terrain as difficult terrain (this usually means crawling 1 foot costs you 3 feet of movement). During your turn, when you take any action that is not the Attack action, you can immediately use your bonus action to choose one creature of your choice within 5 feet of you, allowing it to use its reaction to take the Attack action.", :name "Partial Paralysis"} {:description "You have a supernatural wound that re-opens when you exert yourself. Your walking speed cannot be higher than 20 feet, and when you take the Dash action during your turn, at the end of that turn you take magical piercing damage equal to your cleric level; this piercing damage can’t be reduced or prevented in any way. You add a bonus equal to your Wisdom modifier (minimum 1) to all Strength and Constitution saving throws.", :name "Thorn in the Flesh"} {:description "Your oracular visions only came with\nadvanced old age. Work with your DM to choose a suitable age for your character. You have disadvantage on Strength checks, Dexterity checks, and Wisdom (Perception) checks. Once during your turn, when a creature rolls a saving throw against a spell you cast, you can roll a d4, subtracting the result from that creature’s saving throw.", :name "Venerable"} {:description "One of your hands is withered. You have disadvantage on any weapon attacks made with that hand and cannot carry a shield with it. Whenever you roll a 1 on a damage die for a cleric spell, you can reroll the die. You must use the new roll, even if the new roll is a 1.", :name "Withered Hand"}]}, :aegis-aura-effect {:key :aegis-aura-effect, :name "Aegis Aura Effect", :option-pack "Player's Companion", :options [{:description "Whenever an ally within your Aegis Aura is hit by an attack, you can use your reaction to cast Aegis of Assault on the attacker at 3rd-level, without using a spell slot. This spell is also added to your oath spell list, and is always prepared.", :name "Assault Aura"} {:description "Whenever an ally within your Aegis Aura is hit by an attack, you can use your reaction to cast Aegis of Ensnaring on the attacker at 3rd-level, without using a spell slot. This spell is also added to your oath spell list, and is always prepared.", :name "Ensnaring Aura"} {:description "Whenever an ally within your Aegis Aura is hit by an attack, you can use your reaction to cast Aegis of Shielding on the attacker at 3rd-level, without using a spell slot. This spell is also added to your oath spell list, and is always prepared.", :name "Shielding Aura"}]}, :quickening-disciplines-3rd-tier- {:key :quickening-disciplines-3rd-tier-, :name "Quickening Disciplines (3rd Tier)", :option-pack "Player's Companion", :options [{:description "You cast Blink.", :name "Blink Dog Stance (4 KP)"} {:description "As a bonus action, you enter a state\nof motion so quick that other creatures can barely\nperceive it. For 1 minute, you can use a bonus action\nto teleport up to 60 feet to an unoccupied space\nyou can see. Whenever you teleport in this\nway, you have advantage on the next melee\nattack you make before the end of the turn.\nYou must concentrate on this effect, as if it\nwere a concentration spell, and it ends early if\nyou do not maintain your concentration. The\neffect also ends early if you are incapacitated,\nrestrained, or otherwise unable to move.", :name "Coiled Serpent Striking Stance (4 KP)"} {:description "You cast Aegis of Ensnarement.", :name "Ensnaring Predator Technique (4 KP)"} {:description "You cast Aegis of Assault.", :name "Ki-rin Manifestation Strike (4 KP)"} {:description "As an action, you quicken your senses and reflexes to a preternatural degree,\nallowing you to all but see the future. For 8 hours,\nyou can’t be surprised, attack rolls against you can’t\ngain advantage, you gain a +10 bonus to initiative,\nand when you make a Wisdom check you can use\nyour reaction to gain advantage on the roll. You must\nconcentrate on this effect, as if it were a\nconcentration spell, and it ends early if you do not\nmaintain your concentration.", :name "Lightning Perception Stance (4 KP)"} {:description "You cast Water Walk.", :name "Noble Crane Stance (4 KP)"} {:description "As an action, choose one creature you can see within 120 feet of you. That\ncreature must make a Wisdom saving throw. On a\nfailed save, you and that creature teleport, swapping\nplaces. This ability fails and is wasted if either of you\ncan’t fit in the destination space.", :name "Opponent Transposition Stratagem (4 KP)"} {:description "You cast Conjure Barrage.", :name "Projectile Scattering Throw (4 KP)"} {:description "You cast Catnap.", :name "Quickened Healing Trace Infusion (4 KP)"} {:description "You cast Haste.", :name "Seven Chakra Speed Infusion (4 KP)"} {:description "You cast Thunder Step.", :name "Rolling Thunder Rush (4 KP)"} {:description "For 1 hour, you move too swiftly to\nbe shackled by gravity. Until this effect ends, you\nhave a flying speed equal to your walking speed,\nyour carrying capacity (including maximum load and\nmaximum lift) is doubled, and you have advantage\non Strength checks made to push, pull, or lift objects.\nYou must concentrate on this effect, as if it were a\nconcentration spell, and it ends early if you do not\nmaintain your concentration.", :name "Unbound Dragon Technique (4 KP)"} {:description "You cast Slow.", :name "Velocity-Consuming Stance (4 KP)"} {:description "You cast Wall of Sand.", :name "Whirling Sandstorm Defense (4 KP)"} {:description "You cast Meld into Stone.", :name "Xorn Vibration (4 KP)"}]}, :quickening-disciplines-1st-tier- {:key :quickening-disciplines-1st-tier-, :name "Quickening Disciplines (1st Tier)", :option-pack "Player's Companion", :options [{:description "As a bonus action, you gain advantage on Wisdom checks for 1 minute.", :name "Astounding Intuition Kata (2 KP)"} {:description "You cast Zephyr Strike.", :name "Blazing Comet Stance (2 KP)"} {:description "As a reaction, you can impose disadvantage\non an attack roll against you if you can see or hear\nthe attacker. If the attack still hits you, the attacker\ntakes 2d10 thunder damage.", :name "Clapping Palms Catch the Iron Blade (2 KP)"} {:description "As a bonus action, you cause\nyourself to flicker between two\ndifferent positions, making it difficult\nfor enemy blows to find you. For 1\nminute, attack rolls against you are made\nat disadvantage. You must concentrate on\nthis effect as if it were a concentration\nspell, and it ends early if you do not\nmaintain your concentration. If you take\ndamage, instead of making a Constitution\nsaving throw, you instantly lose your concentration.\nThe effect also ends early if you are incapacitated,\nrestrained, or otherwise unable to move.", :name "Displacer Beast Stance (2 KP)"} {:description "If you haven’t\nmoved yet on your turn, you take a bonus action to\nteleport up to 20 feet per ki point spent to an\nunoccupied space you can see, and your speed is\nreduced to 0 until the end of the turn.", :name "Earth-Folding Step (1-6 KP)"} {:description "You cast Expeditious Retreat.", :name "Efficient Speed Mastery (2 KP)"} {:description "You cast Thunderwave.", :name "Fist of Four Thunders (2 KP)"} {:description "As an action,\nyou can attempt to hide even if you fail to meet the\nrequirements needed to do so. At the end of the\ncurrent turn, you remain hidden only if you then\nmeet the normal requirements for hiding.", :name "Fleeting Shadow Step (2 KP)"} {:description "As an action, you cause yourself to be invisible during\nany of your movement during the current turn.", :name "Heat Shimmering on the Road (2 KP)"} {:description "As an action,\nchoose a point you can see within a distance equal to\nyour current walking speed. Winds howl in a 20-\nfoot-radius sphere centered on that point. Each\ncreature in the sphere must succeed on a Strength\nsaving throw or take 1d6 bludgeoning damage and\nbe moved to an unoccupied space of your choice in\nthe sphere. Any loose object in the sphere that\nweights no more than 100 pounds is moved to an\nunoccupied space of your choice within the sphere.", :name "Howling Vortex Rush (2 KP)"} {:description "As a reaction, when a creature within 5 feet of you uses\nthe Disengage action, make a melee weapon attack\nagainst that creature. If the attack hits, at the end of\nthe turn, you can teleport up to 30 feet to an\nunoccupied space adjacent to that creature, as part\nof the same reaction, but if you do, your speed is\nreduced by half until the end of your next turn.", :name "Inexorable Pursuit Strike (2 KP)"} {:description "As a bonus action, you cause your travel pace to be\ndoubled for 8 hours while you are on foot. For each\nki point you spend beyond the first, you can extend\nthis effect to include two additional creatures while\nthey're within 60 feet of you. This effect ends early if\nyou are incapacitated, restrained, or otherwise\nunable to move.", :name "Journey of a Single Step (1-6 KP)"} {:description "As part\nof your movement, you jump in any direction, up to\n20 feet per ki point spent.", :name "Jumping Stag Technique (1-6 KP)"} {:description "As a bonus action, you\nincrease your walking speed by 10 feet per ki point\nspent until the end of the current turn. If you have a\nclimbing or swimming speed, this increase applies to\nthat speed as well.", :name "Ki Step (1-6 KP)"} {:description "When you\nare hit by an attack, you can use your reaction to gain\na +4 bonus to AC against that attack, possibly turning\nit into a miss. You then jump up to an unoccupied\nspace you can see up to 10 feet away without making\nan ability check, using any of your movement, or\nprovoking opportunity attacks.", :name "Leaping Mantis Defense (2 KP)"} {:description "You cast Catapult.", :name "Lent Velocity Technique (2 KP)"} {:description "As\na bonus action, you gain the ability to fly for up to\nhalf your movement this turn. The next time you hit\nwith a melee weapon attack before the end of the\ncurrent turn, the target takes extra magical piercing\ndamage equal to a roll of your Martial Arts die, and\nyou can force the target to make a Strength saving\nthrow. On a failed save, it drops one object of your\nchoice it is holding. You can catch the object yourself,\nif it is small enough for you to hold with one free\nhand. Otherwise, the object lands at the target's feet.\nIf you spend more than 2 ki points on this discipline,\neach additional ki point adds extra magical piercing\ndamage equal to a roll of your Martial Arts die.", :name "Osprey Talon Snatching Strike (2-6 KP)"} {:description "You cast Jump.", :name "Pouncing Tiger Infusion (2 KP)"} {:description "You cast Earth Tremor.", :name "Quaking Earth Stomp (2 KP)"} {:description "As a reaction when you make a Dexterity saving throw,\nyou gain a +1 bonus to that saving throw for each ki\npoint you spend on this ability. You can use this\nability after rolling the die but before suffering the\nresults.", :name "Reed Sways in the Storm (1-6 KP)"} {:description "As\na bonus action, you teleport up to 20 feet to an\nunoccupied space you can see and then move up to\nhalf your speed. At the end of your turn, you can\nteleport back to the spot you occupied before\nteleporting, unless it is now occupied or on a\ndifferent plane of existence.", :name "Swinging Pendulum Technique (2 KP)"} {:description "When you hit with a thrown weapon attack, you can\nuse your bonus action to inflict extra force damage\nequal to a roll of your Martial Arts die and force the\ntarget to make a Strength saving throw. On a failed\nsave, you can push it up to 10 feet away from you\nand it cannot take reactions until the end of your\nnext turn. If you spend more than 1 ki point on this\ndiscipline, each additional ki point adds extra\nmagical piercing damage equal to a roll of your\nMartial Arts die.", :name "Throwing Star Ballista Strike (1-6 KP)"} {:description "As a bonus action,\nyou enter a state in which you can run up anything\nthat has any substance, even if it could not normally\nbear your weight: a cloud of dust, falling snowflakes, tiny branches, cherry blossoms, and so on. For 1 minute, you gain a climbing speed equal to your walking speed, and you can climb vertically, at\nan angle, or move horizontally, through any\nunoccupied space, as long as there is anything more\nsubstantial than air within that space and it is not\nmore than 40 feet above a surface on which you can\nstand. You must concentrate on this effect, as if it\nwere a concentration spell, and it ends early if you\ndo not maintain your concentration. The effect also\nends early if you are incapacitated, restrained, or\notherwise unable to move.", :name "Wind Step Stance (2 KP)"}]}, :daggerspell-metamagic-lvl-11- {:key :daggerspell-metamagic-lvl-11-, :name "Daggerspell Metamagic (Lvl. 11)", :option-pack "Player's Companion", :options [{:description "Spend 1 SP to choose a number of creatures up to your CHA modifier. They automatically succeed their saving throw against your spell.", :name "Careful Spell"} {:description "Spend 1 SP to double the range of a spell, or increase the range of a touch spell to 30ft.", :name "Distant Spell"} {:description "Spend 1 SP to reroll a number of damage die up to your CHA modifier. You must use the new rolls.", :name "Empowered Spell"} {:description "Spend 1 SP to double the duration of a spell with a casting time > 1 minute, to a maximum of 24 hours.", :name "Extended Spell"} {:description "Spend 3 SP to give one target disadvantage on their saving throw against your spell.", :name "Heightened Spell"} {:description "Spend 2 SP to decrease the casting time of a spell from 1 action to 1 bonus action.", :name "Quickened Spell"} {:description "Spend 1 SP to cast a spell without any somatic or verbal components.", :name "Subtle Spell"} {:description "Spend a number of SP = the spell level to target an additional creature with a single target spell.", :name "Twinned Spell"}]}, :bonus-cantrips {:key :bonus-cantrips, :name "Bonus Cantrips", :option-pack "Player's Companion", :options [{:description "You know this cantrip.", :name "Blade Ward"} {:description "You know this cantrip.", :name "Booming Blade"} {:description "You know this cantrip.", :name "Gust"} {:description "You know this cantrip.", :name "Mending"} {:description "You know this cantrip.", :name "Message"} {:description "You know this cantrip.", :name "Produce Flame"} {:description "You know this cantrip.", :name "Shocking Grasp"} {:description "You know this cantrip.", :name "Steal Speed"} {:description "You know this cantrip.", :name "Thunderclap"} {:description "You know this cantrip.", :name "True Strike"}]}, :spellcasting-secrets-lvl-7- {:key :spellcasting-secrets-lvl-7-, :name "Spellcasting Secrets (lvl.7)", :option-pack "Player's Companion", :options [{:name "Acid damage"} {:name "Cold damage"} {:name "Fire damage"} {:name "Lightning damage"} {:name "Poison damage"} {:name "Necrotic damage"} {:name "Radiant damage"} {:name "Thunder damage"}]}, :bonus-cantrips-9th-level- {:key :bonus-cantrips-9th-level-, :name "Bonus Cantrips (9th level)", :option-pack "Player's Companion", :options [{:description "You learn this cantrip.", :name "Blade Ward"} {:description "You learn this cantrip.", :name "Booming Blade"} {:description "You learn this cantrip.", :name "Gust"} {:description "You learn this cantrip.", :name "Mending"} {:description "You learn this cantrip.", :name "Message"} {:description "You learn this cantrip.", :name "Produce Flame"} {:description "You learn this cantrip.", :name "Shocking Grasp"} {:description "You learn this cantrip.", :name "Steal Speed"} {:description "You learn this cantrip.", :name "Thunderclap"} {:description "You learn this cantrip.", :name "True Strike"}]}, :pact-invocation {:key :pact-invocation, :name "Pact Invocation", :option-pack "Player's Companion", :options [{:description "You can use your Pact Weapon as a spellcasting focus for your Warlock spells. Additionally, your Pact Weapon is considered a +1 weapon unless it is a magic weapon that already has these bonuses. Lastly, the weapon you summon can be a shortbow, longbow, light crossbow, or heavy crossbow.", :name "Pact of the Blade"} {:description "When you cast Find Familiar, you can choose for your familiar to be a Gen instead of the normal options. When your Gen familiar is first summoned, it gains temporary HP = your proficiency bonus + your CHA modifier. The Gen must be of the same element as your patron. While your Gen is dismissed or has been reduced to 0 HP and hasn't been summoned again, it can still appear in its incorporeal form.", :name "Pact of the Chain"} {:description "You acquire the Book of Ancient Secrets eldritch invocation.", :name "Pact of the Tome"} {:description "You gain one eldritch invocation of your choice that has the Elemental Potentate patron as a prerequisite, and for which you meet all other requirements.", :name "Other Pact Boons"}]}, :tempest-warden-cantrips {:key :tempest-warden-cantrips, :name "Tempest Warden Cantrips", :option-pack "Player's Companion", :options [{:description "You add this cantrip to your spell list.", :name "Challenger's Mark"} {:description "You add this cantrip to your spell list.", :name "Booming Blade"} {:description "You add this cantrip to your spell list.", :name "Druidcraft"} {:description "You add this cantrip to your spell list.", :name "Echoing Blow"} {:description "You add this cantrip to your spell list.", :name "Frostwind Blade"} {:description "You add this cantrip to your spell list.", :name "Green-Flame Blade"} {:description "You add this cantrip to your spell list.", :name "Produce Flame"}]}, :spellcasting-secrets-lvl-13- {:key :spellcasting-secrets-lvl-13-, :name "Spellcasting Secrets (lvl.13)", :option-pack "Player's Companion", :options [{:name "Acid damage"} {:name "Cold damage"} {:name "Fire damage"} {:name "Lightning damage"} {:name "Poison damage"} {:name "Necrotic damage"} {:name "Radiant damage"} {:name "Thunder damage"}]}, :infinite-speed-spells {:key :infinite-speed-spells, :name "Infinite Speed Spells", :option-pack "Player's Companion", :options [{:description "You can cast this spell, at its lowest level, once per long rest.", :name "Arcane Gate (7 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest.", :name "Blade Barrier (7 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest. You need the material components.", :name "Chain Lightning (7 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest. You need the material components.", :name "Conjure Volley (6 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest.", :name "Control Winds (6 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest.", :name "Dimension Door (5 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest.", :name "Etherealness (8 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest.", :name "Far Step (6 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest. You need the material components.", :name "Find the Path (7 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest. You need the material components.", :name "Freedom of Movement (5 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest.", :name "Greater Invisibility (5 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest.", :name "Investiture of Wind (7 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest. You need the material components.", :name "Plane Shift (8 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest. You need the material components.", :name "Project Image (8 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest. You need the material components.", :name "Regenerate (8 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest.", :name "Scatter (7 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest. You need the material components.", :name "Steel Wind Strike (6 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest.", :name "Storm Sphere (5 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest. You need the material components.", :name "Swift Quiver (6 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest.", :name "Teleport (8 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest.", :name "Tree Stride (6 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest.", :name "Whirlwind (8 KP)"} {:description "You can cast this spell, at its lowest level, once per long rest.", :name "Word of Recall (7 KP)"}]}, :elemental-specialty {:key :elemental-specialty, :name "Elemental Specialty", :option-pack "Player's Companion", :options [{:description "Your damage types are Lightning and Thunder. -- While you have spell slots remaining, and at least one of your prepared spells deals one of these damage types, you gain the following benefits. ::  Your AC can't be lower than 13 + your DEX or CON modifier (your choice)  When you cast a spell that deals one of your damage types and you aren't wearing heavy or medium armor, until the end of your next turn you gain a climbing speed = your walking speed and can move along vertical surfaces and upside down along ceilings while leaving your hands free.  As a bonus action, you can force one creature you see within 30ft. to make a DEX saving throw. On a failure, they cannot take reactions until the end of your next turn, and take damage = your proficiency bonus + 1/2 your Wizard level. The damage type is one of the types associated with your specialty.", :name "Aeromancy"} {:description "Your damage types are Acid and Bludgeoning. -- While you have spell slots remaining, and at least one of your prepared spells deals one of these damage types, you gain the following benefits. ::  Your AC can't be lower than 13 + your DEX or CON modifier (your choice)  When you cast a spell that deals one of your damage types and you aren't wearing heavy or medium armor, until the end of your next turn you gain a climbing speed = your walking speed and can move along vertical surfaces and upside down along ceilings while leaving your hands free.  As a bonus action, you can force one creature you see within 30ft. to make a DEX saving throw. On a failure, they cannot take reactions until the end of your next turn, and take damage = your proficiency bonus + 1/2 your Wizard level. The damage type is one of the types associated with your specialty.", :name "Terramancy"} {:description "Your damage types are Fire and Radiant. -- While you have spell slots remaining, and at least one of your prepared spells deals one of these damage types, you gain the following benefits. ::  Your AC can't be lower than 13 + your DEX or CON modifier (your choice)  When you cast a spell that deals one of your damage types and you aren't wearing heavy or medium armor, until the end of your next turn you gain a climbing speed = your walking speed and can move along vertical surfaces and upside down along ceilings while leaving your hands free.  As a bonus action, you can force one creature you see within 30ft. to make a DEX saving throw. On a failure, they cannot take reactions until the end of your next turn, and take damage = your proficiency bonus + 1/2 your Wizard level. The damage type is one of the types associated with your specialty.", :name "Pyromancy"} {:description "Your damage types are Cold and Poison. -- While you have spell slots remaining, and at least one of your prepared spells deals one of these damage types, you gain the following benefits. ::  Your AC can't be lower than 13 + your DEX or CON modifier (your choice)  When you cast a spell that deals one of your damage types and you aren't wearing heavy or medium armor, until the end of your next turn you gain a climbing speed = your walking speed and can move along vertical surfaces and upside down along ceilings while leaving your hands free.  As a bonus action, you can force one creature you see within 30ft. to make a DEX saving throw. On a failure, they cannot take reactions until the end of your next turn, and take damage = your proficiency bonus + 1/2 your Wizard level. The damage type is one of the types associated with your specialty.", :name "Hydromancy"}]}, :quickening-disciplines-4rd-tier- {:key :quickening-disciplines-4rd-tier-, :name "Quickening Disciplines (4rd Tier)", :option-pack "Player's Companion", :options [{:description "You cast Blink.", :name "Blink Dog Stance (4 KP)"} {:description "As a bonus action, you enter a state\nof motion so quick that other creatures can barely\nperceive it. For 1 minute, you can use a bonus action\nto teleport up to 60 feet to an unoccupied space\nyou can see. Whenever you teleport in this\nway, you have advantage on the next melee\nattack you make before the end of the turn.\nYou must concentrate on this effect, as if it\nwere a concentration spell, and it ends early if\nyou do not maintain your concentration. The\neffect also ends early if you are incapacitated,\nrestrained, or otherwise unable to move.", :name "Coiled Serpent Striking Stance (4 KP)"} {:description "You cast Aegis of Ensnarement.", :name "Ensnaring Predator Technique (4 KP)"} {:description "You cast Aegis of Assault.", :name "Ki-rin Manifestation Strike (4 KP)"} {:description "As an action, you quicken your senses and reflexes to a preternatural degree,\nallowing you to all but see the future. For 8 hours,\nyou can’t be surprised, attack rolls against you can’t\ngain advantage, you gain a +10 bonus to initiative,\nand when you make a Wisdom check you can use\nyour reaction to gain advantage on the roll. You must\nconcentrate on this effect, as if it were a\nconcentration spell, and it ends early if you do not\nmaintain your concentration.", :name "Lightning Perception Stance (4 KP)"} {:description "You cast Water Walk.", :name "Noble Crane Stance (4 KP)"} {:description "As an action, choose one creature you can see within 120 feet of you. That\ncreature must make a Wisdom saving throw. On a\nfailed save, you and that creature teleport, swapping\nplaces. This ability fails and is wasted if either of you\ncan’t fit in the destination space.", :name "Opponent Transposition Stratagem (4 KP)"} {:description "You cast Conjure Barrage.", :name "Projectile Scattering Throw (4 KP)"} {:description "You cast Catnap.", :name "Quickened Healing Trace Infusion (4 KP)"} {:description "You cast Haste.", :name "Seven Chakra Speed Infusion (4 KP)"} {:description "You cast Thunder Step.", :name "Rolling Thunder Rush (4 KP)"} {:description "For 1 hour, you move too swiftly to\nbe shackled by gravity. Until this effect ends, you\nhave a flying speed equal to your walking speed,\nyour carrying capacity (including maximum load and\nmaximum lift) is doubled, and you have advantage\non Strength checks made to push, pull, or lift objects.\nYou must concentrate on this effect, as if it were a\nconcentration spell, and it ends early if you do not\nmaintain your concentration.", :name "Unbound Dragon Technique (4 KP)"} {:description "You cast Slow.", :name "Velocity-Consuming Stance (4 KP)"} {:description "You cast Wall of Sand.", :name "Whirling Sandstorm Defense (4 KP)"} {:description "You cast Meld into Stone.", :name "Xorn Vibration (4 KP)"}]}, :daggerspell-metamagic-lvl-18- {:key :daggerspell-metamagic-lvl-18-, :name "Daggerspell Metamagic (Lvl. 18)", :option-pack "Player's Companion", :options [{:description "Spend 1 SP to choose a number of creatures up to your CHA modifier. They automatically succeed their saving throw against your spell.", :name "Careful Spell"} {:description "Spend 1 SP to double the range of a spell, or increase the range of a touch spell to 30ft.", :name "Distant Spell"} {:description "Spend 1 SP to reroll a number of damage die up to your CHA modifier. You must use the new rolls.", :name "Empowered Spell"} {:description "Spend 1 SP to double the duration of a spell with a casting time > 1 minute, to a maximum of 24 hours.", :name "Extended Spell"} {:description "Spend 3 SP to give one target disadvantage on their saving throw against your spell.", :name "Heightened Spell"} {:description "Spend 2 SP to decrease the casting time of a spell from 1 action to 1 bonus action.", :name "Quickened Spell"} {:description "Spend 1 SP to cast a spell without any somatic or verbal components.", :name "Subtle Spell"} {:description "Spend a number of SP = the spell level to target an additional creature with a single target spell.", :name "Twinned Spell"}]}, :spellcasting-secrets-lvl-17- {:key :spellcasting-secrets-lvl-17-, :name "Spellcasting Secrets (lvl.17)", :option-pack "Player's Companion", :options [{:name "Acid damage"} {:name "Cold damage"} {:name "Fire damage"} {:name "Lightning damage"} {:name "Poison damage"} {:name "Necrotic damage"} {:name "Radiant damage"} {:name "Thunder damage"}]}, :bonus-cantrips-15th-level- {:key :bonus-cantrips-15th-level-, :name "Bonus Cantrips (15th level)", :option-pack "Player's Companion", :options [{:description "You learn this cantrip.", :name "Blade Ward"} {:description "You learn this cantrip.", :name "Booming Blade"} {:description "You learn this cantrip.", :name "Gust"} {:description "You learn this cantrip.", :name "Mending"} {:description "You learn this cantrip.", :name "Message"} {:description "You learn this cantrip.", :name "Produce Flame"} {:description "You learn this cantrip.", :name "Shocking Grasp"} {:description "You learn this cantrip.", :name "Steal Speed"} {:description "You learn this cantrip.", :name "Thunderclap"} {:description "You learn this cantrip.", :name "True Strike"}]}, :favored-climate {:key :favored-climate, :name "Favored Climate", :option-pack "Player's Companion", :options [{:description "When you make a saving throw, you can use your reaction to gain advantage on saves against cold or psychic damage, fear, sleep, paralysis, or being charmed until the end of your next turn. Also, you are considered naturally adapted to cold climates while you are wearing armor. At 18th level, you gain resistance to cold damage.", :name "Colder Climate"} {:description "When you make a saving throw, you can use your reaction to gain advantage on saves against fire or psychic damage, fear, sleep, paralysis, or being charmed until the end of your next turn. Also, you are considered naturally adapted to hot climates while you are not wearing heavy armor. At 18th level, you gain resistance to fire damage.", :name "Warmer Climate"}]}, :sightless-strike-fighting-style {:key :sightless-strike-fighting-style, :name "Sightless Strike Fighting Style", :option-pack "Player's Companion", :options [{:description "You have a +2 bonus to attack rolls made with ranged weapons.", :name "Archery"} {:description "You do not have disadvantage on ranged attacks against enemies within 5ft of you. Your ranged attacks ignore half and three-quarters cover against targets within 30ft. You have a +1 bonus to attack rolls made with ranged weapons.", :name "Close Range"} {:description "When you hit a creature with an unarmed strike or an improvised weapon attack, it has disadvantage on the next attack roll, Strength, or Dexterity check it makes before the end of its next turn.", :name "Grappler"} {:description "When you hit a creature with an unarmed strike or a melee attack with a weapon that doesn't have the two-handed or heavy property, its speed is reduced by half until the end of its next turn.", :name "Harrying"} {:description "When you are not using a shield or wearing heavy armor, you receive a +1 to AC, and you gain a swimming speed and a climbing speed equal to your walking speed.", :name "Mobility"}]}, :legion-enemy {:key :legion-enemy, :name "Legion Enemy", :option-pack "Player's Companion", :options [{:description "When you hit these creatures with a weapon attack, or any creature within 5ft of one of your allies, the target takes an extra 1d10 damage.", :name "Aberrations"} {:description "When you hit these creatures with a weapon attack, or any creature within 5ft of one of your allies, the target takes an extra 1d10 damage.", :name "Beasts"} {:description "When you hit these creatures with a weapon attack, or any creature within 5ft of one of your allies, the target takes an extra 1d10 damage.", :name "Constructs"} {:description "When you hit these creatures with a weapon attack, or any creature within 5ft of one of your allies, the target takes an extra 1d10 damage.", :name "Dragons"} {:description "When you hit these creatures with a weapon attack, or any creature within 5ft of one of your allies, the target takes an extra 1d10 damage.", :name "Elementals"} {:description "When you hit these creatures with a weapon attack, or any creature within 5ft of one of your allies, the target takes an extra 1d10 damage.", :name "Fey"} {:description "When you hit these creatures with a weapon attack, or any creature within 5ft of one of your allies, the target takes an extra 1d10 damage.", :name "Fiends"} {:description "When you hit these creatures with a weapon attack, or any creature within 5ft of one of your allies, the target takes an extra 1d10 damage.", :name "Giants"} {:description "When you hit these creatures with a weapon attack, or any creature within 5ft of one of your allies, the target takes an extra 1d10 damage.", :name "Monstrosites"} {:description "When you hit these creatures with a weapon attack, or any creature within 5ft of one of your allies, the target takes an extra 1d10 damage.", :name "Oozes"} {:description "When you hit these creatures with a weapon attack, or any creature within 5ft of one of your allies, the target takes an extra 1d10 damage.", :name "Plants"} {:description "When you hit these creatures with a weapon attack, or any creature within 5ft of one of your allies, the target takes an extra 1d10 damage.", :name "Undead"} {:description "When you hit these creatures with a weapon attack, or any creature within 5ft of one of your allies, the target takes an extra 1d10 damage.", :name "Two Humanoid Races"}]}}, :orcpub.dnd.e5/races {:dhampir {:key :dhampir, :speed 30, :name "Dhampir", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2}, :size :medium, :option-pack "Player's Companion", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}}}, :languages #{"Common"}, :traits [{:description "Advantage on death saving throws.", :name "Hard to Kill"} {:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"} {:description "You can use a bonus action to ignore your Sunlight Sensitivity feature for 1 hour. You can use this feature again when you complete a long rest.", :name "Daywalker"}]}, :forgeborn {:key :forgeborn, :speed 30, :name "Forgeborn", :abilities {:orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Player's Companion", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}}}, :languages #{"Common"}, :traits [{:description "You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You are aware of your surroundings in this state and notice approaching enemies or other events as normal.", :name "Living Construct"} {:description "When selecting your subrace (or module), click the homebrew button and select any two modules.", :name "Modular Design"}]}, :half-dwarf {:key :half-dwarf, :speed 30, :name "Half-Dwarf", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2}, :size :medium, :option-pack "Player's Companion", :languages #{"Common" "Dwarvish"}, :traits [{:description "You gain proficiency with a toolkit of your choice.", :name "Tool Proficiency"} {:description "When you finish a short rest you may remove a level of exhaustion and regain half your maximum hit points. (Once/long rest)", :name "Tireless"}]}, :hengeyokai {:key :hengeyokai, :speed 30, :name "Hengeyokai", :spells [{:value {:ability :cha, :key :disguise-self, :level 1}} {:level 3, :value {:ability :cha, :key :invisibility, :level 2}} {:level 5, :value {:ability :cha, :key :major-image, :level 3}}], :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Player's Companion", :profs {:skill-options {:options {:deception true, :sleight-of-hand true, :stealth true}}}, :languages #{"Common"}, :traits [{:description "Your choice of your Strength or Dexterity score increases by 1.", :name "Ability Score Increase"} {:description "The spells you acquire as part of your race use your Charisma modifier, and can each be cast once/long rest.", :name "Yokai Legacy"}]}, :myconid {:key :myconid, :speed 25, :name "Myconid", :darkvision 60, :spells [{:value {:ability :wis, :key :sleep, :level 1}}], :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Player's Companion", :languages #{"Common" "Undercommon"}, :props {:damage-resistance {:poison true}}, :traits [{:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"} {:description "Over the course of one minute, you can release empathic spores that take root in all creatures you choose with Intelligence 3 or higher, other than undead and constructs, within 30 feet. For the next 24 hours, you and each affected creature can communicate telepathically with one another while you are within 30 feet of one another.", :name "Empathic Spores"} {:description "Myconids don't need sleep, instead meditating deeply in a semiconscious state for 4 hours a day. You're immune to magical sleep.", :name "Myconid Meditation"} {:description "You have advantage on saving throws against poison damage.", :name "Poison Resistance"} {:description "You can cast the Sleep spell, on creatures within 20 ft of you, as a 1st-level spell. At 3rd level, you cast it as a 2nd-level spell, and when you reach 5th level, you cast it as a 3rd-level spell. (Once/long rest)", :name "Soporific Spores"} {:description "You can understand, read, and write Common and Undercommon. Myconids can cast spells using verbal components, but are not capable of speaking any language.", :name "Telepathic Communicators"}]}, :nixie {:key :nixie, :speed 25, :name "Nixie", :darkvision 60, :spells [{:value {:ability :cha, :key :disguise-self, :level 1}} {:value {:ability :cha, :key :charm-person, :level 1}} {:level 5, :value {:ability :cha, :key :water-breathing, :level 3}}], :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/wis 1}, :size :small, :option-pack "Player's Companion", :languages #{"Common" "Sylvan"}, :props {:skill-prof {:performance true}, :swimming-speed 25}, :traits [{:description "You can breathe air and water.", :name "Amphibious"} {:description "You can cast either Charm Person or Disguise Self. (Once/rest)", :name "Beguiling Tricks"}]}, :saurian {:key :saurian, :speed 30, :name "Saurian", :abilities {:orcpub.dnd.e5.character/str 1}, :size :medium, :option-pack "Player's Companion", :languages #{"Common" "Draconic"}, :props {:skill-prof {:history true}}, :traits [{:description "You have advantage on Intimidation checks against creatures your size or smaller.", :name "Intimidating Size"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"}]}, :shadar-kai {:key :shadar-kai, :speed 30, :name "Shadar-Kai", :darkvision 120, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Player's Companion", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}}}, :languages #{"Common"}, :traits [{:description "You have advantage on Stealth checks made in dim light or darkness.", :name "Cloak of Shadows"} {:description "As a bonus action your body melts into shadow and you can teleport up to 30 ft. (Once/rest)", :name "Shadow Jaunt"}]}}}, "VGtM Races and Subraces (u_javierriera97)" {:orcpub.dnd.e5/races {:yuan-ti-pureblood {:key :yuan-ti-pureblood, :speed 30, :name "Yuan-Ti Pureblood", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :languages #{"Abyssal" "Common" "Draconic"}, :traits [{:description "You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Innate Spellcasting"} {:description "You have advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "You are immune to poison damage and the poisoned condition.", :name "Poison Immunity"}]}, :bugbear {:key :bugbear, :speed 30, :name "Bugbear", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :languages #{"Common" "Goblin"}, :traits [{:description "When you make a melee attack on your tum, your reach for it is 5 feet greater than normal.", :name "Long-Limbed"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"} {:description "You are profficient in the Stealth skill.", :name "Sneaky"} {:description "If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.", :name "Surprise Attack"}]}, :orc {:key :orc, :speed 30, :name "Orc", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/int -2, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :languages #{"Common" "Orc"}, :traits [{:description "As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.", :name "Aggressive"} {:description "Your are trained in the Intimidation skill.", :name "Menacing"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"}]}, :tabaxi {:key :tabaxi, :speed 30, :name "Tabaxi", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :languages #{"Common"}, :traits [{:description "You can speak, read, and write Common and one other language of your choice.", :name "Languages"} {:description "Your reflexes and agility allow you to meve with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move O feet on one of your turns.", :name "Feline Agility"} {:description "Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", :name "Cat's Claws"} {:description "You have proficiency in the Perception and Stealth skills.", :name "Cat's Agility"}]}, :kenku {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :key :kenku, :languages #{"Common"}, :name "Kenku", :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :size :medium, :speed 30, :traits [{:description "You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.", :name "Expert Forgery"} {:description "You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.", :name "Kenku Training"} {:description "You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.", :name "Mimicry"}]}, :hobgoblin {:key :hobgoblin, :speed 30, :name "Hobgoblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :languages #{"Common" "Goblin"}, :traits [{:description "You are proficient with two martial weapons of your choice and with light armor.", :name "Martial Training"} {:description "Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Saving Face"}]}, :kobol {:key :kobol, :speed 30, :name "Kobol", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str -2}, :size :medium, :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :languages #{"Common" "Draconic"}, :traits [{:description "As an action on your tum, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Grovel, Cower, and Beg"} {:description "You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.", :name "Pack Tactics"} {:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :triton {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1}, :key :triton, :languages #{"Common" "Primordial"}, :name "Triton", :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :size :medium, :speed 30, :traits [{:description "Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.", :name "Speed"} {:description "You can breathe air and water.", :name "Amphibious"} {:description "A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it (see the spell in the sidebar). Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Control Air and Water"} {:description "Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.", :name "Emissary of the Sea"} {:description "Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.", :name "Guardians of the Depths"}]}, :firbolg {:abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 2}, :key :firbolg, :languages #{"Common" "Elvish" "Giant"}, :name "Firbolg", :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :size :medium, :speed 30, :traits [{:description "You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.", :name "Firbolg Magic"} {:description "As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Hidden Step"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"} {:description "You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.", :name "Speech of Beast and Leaf"}]}, :goblin {:key :goblin, :speed 30, :name "Goblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 2}, :size :small, :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :languages #{"Common" "Goblin"}, :traits [{:description "When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Fury of the Small"} {:description "You can take the Disengage or Hide action as a bonus action on each of your turns.", :name "Nimble Escape"}]}, :goliath {:abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 2}, :key :goliath, :languages #{"Common" "Giant"}, :name "Goliath", :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :size :medium, :speed 30, :traits [{:description "You have proficiency in the Athletics skill. ", :name "Natural Athlete"} {:description "You can focus yourself to occa-sionally shrug off injury. When you take damage, you can use your reaction to roll a dl2. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest. ", :name "Stone's Endurance"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"} {:description "You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.", :name "Mountain Born"}]}, :lizarfolk {:abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis 1}, :key :lizarfolk, :languages #{"Common" "Draconic"}, :name "Lizarfolk", :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :size :medium, :speed 30, :traits [{:description "Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to ld6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ", :name "Bite"} {:description "As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or ld4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.", :name "Cunning Artisan"} {:description "You can hold your breath for up to 15 minutes at a time.", :name "Hold Breath"} {:description "You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.", :name "Hunter's Lore"} {:description "You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.", :name "Natural Armor"} {:description "In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.", :name "Hungry Jaws"}]}, :aasimar {:key :aasimar, :speed 30, :name "Aasimar", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :languages #{"Celestial" "Common"}, :traits [{:description "You have resistance to necrotic damage and radiant damage.", :name "Celestial Resistance"} {:description "As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.", :name "Healing Hands"} {:description "You know the light cantrip. Charisma is your spellcasting ability for it.", :name "Light Bearer"}]}}, :orcpub.dnd.e5/subraces {:fallen-aasimar {:abilities {:orcpub.dnd.e5.character/str 1}, :key :fallen-aasimar, :name "Fallen Aasimar", :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar, :traits [{:description "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.", :name "Necrotic Shroud"}]}, :protector-aasimar {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :protector-aasimar, :name "Protector Aasimar", :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar, :traits [{:description "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. ", :name "Radiant Soul"}]}, :scourge-aasimar {:abilities {:orcpub.dnd.e5.character/con 1}, :key :scourge-aasimar, :name "Scourge Aasimar", :option-pack "Volo's Guide to Monsters Races and Subraces (r_javierriera97)", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar, :traits [{:description "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end ii as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each crea-ture within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.", :name "Radiant Consumption"}]}}}, "VGtM - Tabaxi Race - (simone.spinozzi#2351)" {:orcpub.dnd.e5/races {:tabaxi {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str 0}, :key :tabaxi, :languages #{"Common"}, :name "Tabaxi", :option-pack "Volo's Guide", :size :medium, :speed 30, :traits [{:description "Tabaxi have lifespans equivalent to humans.", :name "Age"} {:description "Tabaxi tend towards chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.", :name "Alignment"} {:description "Tabaxi are taller on average than humans and relatively slender. Your size is medium.", :name "Size"} {:description "Your reflexes and agility allow you to move with a bust of speed. When you move on your turn in combat, you can double your speed until then end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.", :name "Feline Agility"} {:description "Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", :name "Cat's Claws"} {:description "You have proficiency in the Perception and Stealth Skills. These proficiencies must be filled into the sheet manually.", :name "Cat's Talent"} {:description "You can speak, read and write Common and one other language of your choice. The second language must be filled into the sheet manually.", :name "Languages"}]}}}, "UA - Classics Revised - (Gaza#7326)" {:orcpub.dnd.e5/subclasses {:college-of-satire {:class :bard, :key :college-of-satire, :level-modifiers [{:level 3, :type :skill-prof, :value :sleight-of-hand} {:level 3, :type :tool-prof, :value :thieves-tools}], :name "College of Satire", :option-pack "UA: Classics Revised", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}}}, :traits [{:description "At 3rd level, you master a variety of acrobatic techniques that\tallow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:\n• You gain the benefits of taking the Dash and Disengage actions.\n• You gain a climbing speed equal to your current\t\nspeed.\n• You take half\tdamage from falling", :level 3, :name "Tumbling Fool"} {:description "At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest. If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.", :level 6, :name "Fool's Insight"} {:description "Jesters seem to have a knack for pulling \nthemselves out of tight situations, transforming\nwhat looks like sure failure into an embarrassing \nbut effective success.\nAt 14th level, you can expend one use of Bardic \nInspiration after you fail an ability check, fail a \nsaving throw, or miss with an attack roll. Roll a \nBardic Inspiration die and add the number rolled \nto your attack, saving throw, or ability check, using\nthe new result in place of the failed one.\nIf using this ability grants you a success on the \nattack, saving throw, or ability check, note the \nnumber you rolled on the Bardic Inspiration die.\nThe DM can then apply that result as a penalty to \nan attack or check you make, and you cannot use \nthis ability again until you suffer this drawback. \nWhen the DM invokes this penalty, describe an \nembarrassing gaffe or\n\n", :level 14, :name "Fool's Luck"}]}}}, "DMSG - Verriron Homebrew (Hunter#0947)" {:orcpub.dnd.e5/languages {:pandoan {:description "The language of Pandafolk.", :key :pandoan, :name "Pandoan", :option-pack "Verriron Homebrew"}}, :orcpub.dnd.e5/races {:namua-vh- {:key :namua-vh-, :speed 30, :name "Namua (VH)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Verriron Homebrew", :languages #{"Common" "Primordial"}, :traits [{:description "You can breathe air and water.", :name "Amphibious"} {:description "You gain proficency in the following skills: History and Relegion", :name "Ancient Existance"} {:description "Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.", :name "Deep Dweling"} {:description "You have tough, scaly-plate skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you\nuse your natural armor.", :name "Natural Armor"}]}, :pandafolk-pandoan-vh- {:key :pandafolk-pandoan-vh-, :speed 25, :name "Pandafolk (Pandoan) (VH)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Verriron Homebrew", :languages #{"Common" "Pandoan"}, :traits [{:description "You can use your action to make a melee bite attack. You are considered proficient with this attack and add your Strength modifier to attack and damage rolls. Your bite attack deals 1d6 piercing damage. ", :name "Natural Weapons"} {:description "You gain proficiency with the artisan's tools of your choice: brewer's\nSupplies, woodcarver's tools, or weaver's tools.", :name "Tool Proficiency"}]}}, :orcpub.dnd.e5/subclasses {:ancestral-domain-vh- {:class :cleric, :key :ancestral-domain-vh-, :level-modifiers [{:type :spell, :value {:ability :wis, :level 1}} {:type :spell, :value {:ability :wis, :level 1}} {:level 3, :type :spell, :value {:ability :wis, :level 2}} {:level 3, :type :spell, :value {:ability :wis, :level 2}} {:level 5, :type :spell, :value {:ability :wis, :level 3}} {:level 5, :type :spell, :value {:ability :wis, :level 3}} {:level 7, :type :spell, :value {:ability :wis, :level 4}} {:level 7, :type :spell, :value {:ability :wis, :level 4}} {:level 9, :type :spell, :value {:ability :wis, :level 5}} {:level 9, :type :spell, :value {:ability :wis, :level 5}} {:type :skill-prof, :value :history}], :name "Ancestral Domain (VH)", :option-pack "Verriron Homebrew", :traits [{:description "When you choose this domain at 1st level you are able to tap into the knowledge of your ancestors. You gain proficiency in History checks and your proficiency bonus for these checks is doubled.", :name "Ancestral Knowledge"} {:description "Also starting at 1st level, your can call upon your ancestors for aid. As a reaction, you may give an attack roll or saving throw advantage or disadvantage.\nOnce you use this feature, you can't use it again until you finish a short or long rest.", :name "Saving Spirit"} {:description "Starting at 2nd level, you can use your Channel Divinity to seek vengeance on those who have harmed you. You may use your Channel Divinity as a bonus action to use a Venging Strike on a creature that has damaged you since your last turn. You make this attack with advantage and deal an additional 1d8 necrotic or radiant damage, your choice. This damage increases as you level up, when you reach 11th level the damage increases to 2d8, and when you reach 14th level the damage increases to 3d8\n#### Channel Divinity: Totem of Protection\nBeginning at 6th level, you can use your Channel Divinity to form protective totems for yourself and your allies.\n", :level 2, :name "Channel Divinity: Venging Strike"} {:description "Beginning at 6th level, you can use your Channel Divinity to form protective totems for yourself and your allies.\nYou may spend an hour to craft a totem of protection for one target. This totem may either grant resistance to one type of damage or advantage on one type of saving throw. The totem lasts for 1 hour before bursting into ash.\n", :level 6, :name "Channel Divinity: Totem of Protection"} {:description "Starting at 8th level you gain the ability to surpass the distance of material space.\nWhen you hit a creature with a melee attack you mark them with a mark of contagion. Attacks you make against this creature gain a range of 30 feet if they do not already have a range greater than 30 feet. This mark lasts for 1 hour.\n", :level 8, :name "The Law of Contagion"} {:description "Starting at 17th level, you can craft a totem of someone to control and manipulate them.\nYou spend an hour constructing a totem bearing someone’s likeness. The target must make a Wisdom saving throw against your Spell Save DC. If the target passes, the totem bursts to ash and does not take effect. If you are not familiar with the target, they make their save with advantage. Creatures immune to divination magic automatically pass this saving throw. This totem can be substituted as the target for a spell or attack. The spell affects the person of which the totem was modeled after. The Totem’s magical potency lasts for 8 hours, after which it bursts to ash.\n *** Mimicry. *** You can use the totem to force your enemies movements. You may use your Action to move you target. You may force them to move up to their speed to any location. While this creature is moving attacks of opportunity against them are made with advantage. The creatures makes a Wisdom Saving Throw, on a failed save the creature follows the movement at the end of your turn and cannot move on their next turn. One a successful save the creature resists the effect but on their next turn their movement is reduced by half.\n *** Damage. *** You can use the totem as the target of attacks and damaging spells. The totem has an armor class of 8 and hit points equal to *x*d10+*x*, *x* being equal to your Cleric level, and it cannot regain health. Once the totem’s hit points are gone the totem bursts into ash. The totem cannot regain health. The totem automatically fails Strength, Constitution, and Dexterity saving throws. Wisdom, Intelligence, and Charisma saving throws are all made by the target creature. The damage taken by the totem is transferred onto the target, ff the damage exceeds the totem’s maximum health, the target does not take the additional damage.\nYou must finish a short or long rest before you can use this feature again.\n", :level 17, :name "Totem of Similarity"}]}, :college-of-flames-vh- {:class :bard, :key :college-of-flames-vh-, :level-modifiers [{:type :spell, :value {:ability :cha, :key :control-flames}} {:type :spell, :value {:ability :cha, :key :produce-flame}}], :name "College of Flames (VH)", :option-pack "Verriron Homebrew", :traits [{:description "Also at 3rd level, you learn to manipulate fire to protect you. You may use a Bardic Inspiration to grant yourself a fiery aura as an action. When you are targeted by a melee attack, the attacker takes fire damage equal to your Charisma modifier + your proficiency bonus. This aura lasts for 1 minute or until you take cold damage.", :level 3, :name "Aura of Flame"} {:description "At 6th level, you learn to dance with fire to aid you in battle. You may use your Bardic Inspiration to use one of the following abilities.\n Twirling Blaze. When you move on your turn, creatures of your choice within 5 feet of you take fire damage equal to your charisma modifier. Creatures affected by this make attacks of opportunity against you with disadvantage, \n Breathe of the Dragon. You use your action to target a creature with a fiery breath attack. One creature of your choice within 10 feet of you must makes a Dexterity saving throw against your spell save DC, they take 1d8 fire damage on a failed save or half that on a successful one. This damages increases to 2d8 at 7th level, 3d8 at 11th level, and 4d8 at 17th level.\n Charming Flame. All enemies that can see you within 30 ft must make a Wisdom saving throw against your spell save DC or be mesmerized by your flame. Until the start of your next turn creatures that fail this saving throw cannot use their reactions.", :level 6, :name "Fiery Performance"} {:description "Starting at 14th level, you may use your Action to expend any amount of Bardic Inspiration to burst into a beacon of flame. Roll xd6, x being equal to the amount of Bardic Inspiration you use, allies within range regain that many hit points. Enemies in range take fire damage equal to this amount. The range of this attack is 20 feet and increases by 5 additional feet for every additional Bardic Inspiration that you use.", :level 14, :name "Burst of the Phoenix"}]}, :noble-genie-vh- {:class :warlock, :key :noble-genie-vh-, :level-modifiers [], :name "Noble Genie (VH)", :option-pack "Verriron Homebrew", :traits [{:description "Starting at 1st level, your patron bestows you with the ability to tap into the power of their native element. You gain one cantrip and language based on your patron genie’s type in the table below.\n\nDao: Thorn Whip+ Terran\nDjinni: Shocking Grasp + Auran\nEfreeti: Sacred Flame + Ignan\nMarid: Ray of Frost + Aguan\n", :name "Elemental Essence"} {:description "Starting at 6th level, you can use your bonus action to tap into your patron’s elemental powers and gain flight. Your lower body takes on the appearance of an elemental twister. You can use your bonus action to gain a fly speed of 30ft for one hour. \nOnce you use this feature, you can’t use it again until you finish a short or long rest.\n", :level 6, :name "A Genie’s Flight"} {:description "Beginning at 10th level, you patron grants you a stronger defense to their native elements. You gain the traits for the same type of Genie you chose for Elemental Essence from the table below.\nDao: You are immune to the Petrified condition.\nDjinni: You gain resistance to lightning or thunder damage.*\nEfreeti: You gain resistance to fire damage.\nMarid: You gain resistance to acid or cold damage.*\n*These resistances can be changed after a short or long rest.\n", :level 10, :name "Natural Defense"} {:description "Starting at 14th level, you can use a portion of your patron’s greatests power, the wish spell. You can create one of the following effects.\n-Create something worth no more than 250gp and is no larger in any dimension than 10ft.\n-5 creatures of your choosing regain ¼ of their max health.\n-5 creatures of your choosing regain gain resistance to one type of damage of your choice for one hour.\n-Duplicate 1 spell no greater than 4th level without any costs or components..\n You must finish a short or long rest before you can use this feature again.", :level 14, :name "Minor Wish"}], :warlock-spells {1 {0 :detect-evil-and-good, 1 :detect-magic}, 2 {0 :zone-of-truth, 1 :levitate}, 3 {0 :elemental-weapon, 1 :protection-from-energy}, 4 {0 :conjure-minor-elementals, 1 :polymorph}, 5 {0 :commune-with-nature, 1 :conjure-elemental}}}, :way-of-the-hardend-body-vh- {:class :monk, :key :way-of-the-hardend-body-vh-, :level-modifiers [], :name "Way of the Hardend Body (VH)", :option-pack "Verriron Homebrew", :traits [{:description "Starting when you choose this tradition at 3rd level, you can manipulate your ki when you strike at your enemies. Whenever you make an unarmed attack you may use the following abilities:\nSieging Strike.\nYou gain the Siege Property. Your unarmed strikes deal double damage to objects and structures. \nFist of Metal.\nWhen you hit with an unarmed strike you can spend 2 ki points to add an additional 1d4 bludgeoning damage.This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. \n", :level 3, :name "Fists of the Mountains"} {:description "At 6th level, when you hit with an unarmed strike you can use your reaction to spend 3 ki points to damage your opponent's defenses. The next attack made against the opponent is made with advantage and the creature's armor must make a saving throw equal to 8 + ½ your Monk level rounded down. Creatures with Natural Armor make the save with proficiency. One a failed saving throw the armor takes a -1 penalty to the AC it offers. Armor that is reduced to an AC of 10 is destroyed. ", :level 6, :name "Demolishing Strike"} {:description "At 11th level, you gain the ability to ready you body against incoming attacks. As a reaction you may spend a number of ki points (a maximum of 5) to increase your armor class against an attack that you can see. Your armor class increases by twice the amount of ki points used.", :level 11, :name "Body of Stone"} {:description "At 17th level, you gain the ability to resist the power of an enemy's attack and use it against them. When you are targeted with a weapon or spell attack you can use your reaction to transfer the power of the strike into ki points.\nOnce you use this ability it cannot be used again until you have taken a short or long rest.\n Martial Absorption. When you are targeted with a martial attack you can use your reaction to gain resistance to the damage of the attack. You regain a number of ki points equal to the attacker’s proficiency bonus. The number of ki points regained cannot exceed your maximum number of ki points.\n Spell Absorption. When you are the only target of a spell attack you can use your reaction to gain resistance to the damage of the attack. You regain a number of ki points equal to the spell’s level. Thi number of ki points cannot exceed your maximum number of ki points.", :level 17, :name "One With the Enemy"}]}}, :orcpub.dnd.e5/subraces {:daxiong- {:abilities {:orcpub.dnd.e5.character/con 1}, :key :daxiong-, :name "Daxiong ", :option-pack "Verriron Homebrew", :props {:damage-resistance {:poison true}, :saving-throw-advantage {:poisoned true}}, :race :pandafolk-pandoan-vh-, :traits []}, :frost-elves-vh- {:abilities {:orcpub.dnd.e5.character/con 1}, :key :frost-elves-vh-, :name "Frost Elves (VH)", :option-pack "Verriron Homebrew", :props {:damage-resistance {:cold true}}, :race :elf, :spells [{:value {:ability :wis, :key :frostbite}}], :traits [{:description "You ignore difficult terrain caused by weather.\n", :name "Hardy Traveler"}]}, :gold-gnomes-vh- {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :gold-gnomes-vh-, :name "Gold Gnomes (VH)", :option-pack "Verriron Homebrew", :race :gnome, :traits [{:description "You have advantage against all effects that would knock you prone.\n", :name "Solid Footing"} {:description "You can accurately recall anything you have read for the last month. Additionally, you have advantage against effects to alter your memory.", :name "Sturdy Mind"}]}, :qingling {:abilities {:orcpub.dnd.e5.character/dex 2}, :key :qingling, :name "Qingling", :option-pack "Verriron Homebrew", :race :pandafolk-pandoan-vh-, :traits [{:description "You have advantage on Wisdom (Survival), Intelligence (Nature), and Dexterity (Stealth) checks made in rocky terrain.", :name "Mountainous Homes"}]}}}, "5eHB - Human Variants - dandwiki - (Trism#0540)" {:orcpub.dnd.e5/subraces {:natural-born-killer {:abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/str 1}, :key :natural-born-killer, :name "Natural Born Killer", :option-pack "Human Variant", :profs {:skill-options {:options {:intimidation true}}}, :race :human, :traits [{:description "You have advantage on saving throws against being frightened.", :name "Fearless"} {:description "You gain a +2 bonus to attack rolls and damage rolls.", :name "Killer Instinct"} {:description "You have proficiency in the Intimidate skill.", :name "The Great Communicator"}]}, :fire-nation {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/str 1}, :key :fire-nation, :name "Fire Nation", :option-pack "Human Variant", :props {:skill-prof {:intimidation true, :persuasion false}}, :race :human, :traits [{:description "Proficiency in the Intimidation skill.", :name "Determined"}]}, :earth-kingdom {:abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1}, :key :earth-kingdom, :name "Earth Kingdom", :option-pack "Human Variant", :props {:skill-prof {:perception false, :persuasion true}}, :race :human, :traits [{:description "Proficiency in the Persuasion skill.", :name "Stubborn"}]}, :air-nomad {:abilities {:orcpub.dnd.e5.character/dex 2}, :key :air-nomad, :name "Air Nomad", :option-pack "Human Variant", :props {:skill-prof {:acrobatics true}}, :race :human, :traits []}, :chillborn {:abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/str 1}, :key :chillborn, :name "Chillborn", :option-pack "Human Variant", :props {:damage-resistance {:cold true}}, :race :human, :traits [{:description "You ignore difficult terrain caused by shallow water, ice or snow.", :name "Snowy Home"} {:description "You go into a rage, screaming at the skies. Your skin develops a blue hue, glowing mist floating around it. Your current health must be under half your hit point maximum to activate this skill. Until the end of the encounter you have an aura with a 5 foot radius. Enemies that are hit whilst in your aura take an additional 2 cold damage.", :name "Freezing Rage"}]}, :grassland-warrior {:abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :darkvision 60, :key :grassland-warrior, :name "Grassland Warrior", :option-pack "Human Variant", :props {:skill-prof {:animal-handling true, :survival true}, :weapon-prof {:net true, :spear true}}, :race :human, :traits [{:description "Your character gains proficiency in Spear and Net, as well as getting proficiency in Survival and Animal Handling checks.", :name "Tribal Training"}]}, :boundborn {:abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/str 2}, :key :boundborn, :name "Boundborn", :option-pack "Human Variant", :race :human, :traits [{:description "You are proficient with improvised weapon attacks.", :name "Rough and Tumble"} {:description "When you roll a 1 on an attack roll made using Strength, or a Strength check or saving throw, you can re-roll the die. You must use the new result.", :name "Strong Body"} {:description "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.", :name "That Which Doesn't Kill You"} {:description "You've been whipped and beaten beyond belief. You have resistance to bludgeoning and slashing damage, if the damage is 8 or less.", :name "Thick Skin"} {:description "You add 6 to your Strength when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"} {:description "As normal, you can speak Common. However, you can't read or write, but you can learn to do so. This requires the training downtime activity (PHB p. 187). The training lasts for 125 days.", :name "Languages"}]}, :lycanborn {:abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :key :lycanborn, :name "Lycanborn", :option-pack "Human Variant", :props {:weapon-prof {:club true, :handaxe true, :javelin true, :spear true}}, :race :human, :traits [{:description "You gain advantage on one Wisdom saving throw. Once you use this feature, you must complete a long rest before you can use it again.", :name "Lycanthrope Bloodline"} {:description "You are proficient with you unarmed attacks, which deal 1d4 bludgeoning damage. You are also proficient with clubs, handaxe(stone), javelins, and spears.", :name "Primitive Proficiency"} {:description "If realized by any Lycanthrope species, they will attempt to kill you when the opportunity is in their favor.", :name "Natural Enemy"}]}, :water-tribe {:abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/wis 1}, :key :water-tribe, :name "Water Tribe", :option-pack "Human Variant", :profs {:skill-options {:options {:insight true}}}, :race :human, :traits [{:description "Proficiency in the Insight skill.", :name "Empathetic"}]}}}, "5eHB - Were-Dragon Race - (Rainbow Dragon#8589)" {:orcpub.dnd.e5/races {:were-dragon {:key :were-dragon, :speed 30, :name "Were Dragon", :spells [{:value {:ability :con, :key :breath-weapon-were-dragon-}}], :abilities {:orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/dex -1, :orcpub.dnd.e5.character/int 2, :orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Homebrew - [Were-Dragon]", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}}, :skill-options {:choose 4, :options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}}, :tool {:navigators-tools true, :smiths-tools true}, :weapon-proficiency-options {:choose 3, :options {:battleaxe true, :halberd false, :longsword true, :dagger true, :blowgun true, :sickle true, :handaxe true, :war-pick false, :flail true, :greatsword false, :whip false, :rapier true, :spear false, :net false, :shortbow true, :warhammer true, :mace true, :crossbow-heavy true, :glaive false, :greataxe false, :quarterstaff false, :crossbow-light true, :sling true, :thunder-cannon true, :javelin false, :light-hammer true, :longbow true, :greatclub true, :club true, :morningstar true, :trident false, :maul true, :pike false, :lance false, :shortsword true, :crossbow-hand true, :scimitar true, :dart true}}}, :languages #{"Common" "Draconic"}, :props {:armor-prof {:heavy true, :light true, :medium true, :shields true}, :damage-immunity {:piercing false}, :damage-resistance {:cold true, :piercing true}, :flying-speed 50, :lizardfolk-ac true, :skill-prof {:animal-handling true, :history true}, :weapon-prof {:martial true, :simple false}}, :traits [{:description "1st\t+2\t+0\t+2\tTransform (Partial - Wrymling, Full - PseudoDragon)\n2nd\t+2\t+0\t+2\tSkill Focus (Control Shape)\n3rd\t+3\t+1\t+3\tTransform (Partial - Very young, Full Wrymling), Natural Breath Weapon\n4th\t+4\t+1\t+4\t\n5th\t+4\t+1\t+4\t\n6th\t+5\t+2\t+5\tTransform (Partial - Young)\n7th\t+5\t+2\t+5\t\n8th\t+6\t+2\t+6\t\n9th\t+6\t+3\t+6\tTransform (Partial - Juvenile, Full Very young)\n10th\t+7\t+3\t+7\t\n11th\t+7\t+3\t+7\t\n12th\t+8\t+4\t+8\tTransform (Partial - Young Adult)\n13th\t+8\t+4\t+8\t\n14th\t+9\t+4\t+9\t\n15th\t+9\t+5\t+9\tTransform (Partial - Adult, Full young)\n16th\t+10\t+5\t+10\t\n17th\t+10\t+5\t+10\tEpic Skill Focus (Control Shape)\n18th\t+11\t+6\t+11\tTransform (Partial - Mature Adult)\n19th\t+11\t+6\t+11\t\n20th\t+12\t+6\t+12\tTransform (Partial - Old, Full Juvenile)\n\nNatural Breath Weapon: 1/2{Level} + 1d6 Damage X 10*1/2{Level} Feet\n\n(Black->Acid, Blue->Lightning, Green->Poison, Red->Fire, White->Cold)\n\nTransform (Partial - PseudoDragon/Wrymling): Breath Weapon: 15ft Cone, +2 Natural Armour, Attack(Bite 1d6, Claws 1d4)\nTransform (Partial - Very Young): Breath Weapon: 20ft Cone, +3 Natural Armour, Attack(Bite 1d8,Claws 1d6)\nTransform (Partial - Young): Breath Weapon: 30ft Cone, +4 Natural Armour, Attack(Bite 1d8,Claws 1d6, Wings 1d4)\nTransform (Partial - Juvenile): +5 Natural Armour\nTransform (Partial - Young Adult): Breath Weapon 40ft Cone, +6 Natural Armour, Attack(Bite 2d6,Claws 1d8, Wings 1d6, Tail 1d8)\nTransform (Partial - Adult): +7 Natural Armour\nTransform (Partial - Mature Adult):Breath Weapon 50ft Cone, +8 Natural Armour, Attack(Bite 2d8,Claws 2d6, Wings 1d8, Tail 2d6, Crush 2d8)\nTransform (Partial - Old): +9 Natural Armour\n\n", :name "Draconian Transformation "}]}}}, "VGtM Player Races - (blacknight100#9507)" {:orcpub.dnd.e5/races {:yuan-ti-pureblood {:key :yuan-ti-pureblood, :speed 30, :name "Yuan-ti Pureblood", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Volo's Guide", :languages #{"Abyssal" "Common" "Draconic"}, :traits [{:description "Purebloods mature at the same rate as humans and have lifespans similar to theirs.", :name "Age"} {:description "Purebloods are devoid of emotion and see others as a tool to manipulate. They care little for law or chaos and are typically neutral evil.", :name "Alignment"} {:description "Purebloods match humans in average size and weight. Your size is medium.", :name "Size"} {:description "You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Innate Spellcasting"} {:description "You have advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "You are immune to poison damage and the poisoned condition.", :name "Poison Immunity"}]}, :bugbear {:key :bugbear, :speed 30, :name "Bugbear", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Volo's Guide", :languages #{"Common" "Goblin"}, :traits [{:description "Bugbears reach adulthood at age 16 and live up to 80 years.", :name "Age"} {:description "Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil.", :name "Alignment"} {:description "Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is medium.", :name "Size"} {:description "When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.", :name "Long-Limbed"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.", :name "Powerful Build"} {:description "You are proficient in the stealth skill. This proficiency must be added to the sheet manually.", :name "Sneaky"} {:description "If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.", :name "Surprise Attack"}]}, :orc {:key :orc, :speed 30, :name "Orc", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/int -2, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Volo's Guide", :languages #{"Common" "Orc"}, :traits [{:description "Orcs reach adulthood at age 12 and live up to 50 years.", :name "Age"} {:description "Orcs are vicious raiders, who believe t hat the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.", :name "Alignment"} {:description "Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is medium.", :name "Size"} {:description "As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.", :name "Aggressive"} {:description "You are trained in the Intimidation skill. This proficiency must be marked manually.", :name "Menacing"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"}]}, :tabaxi {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str 0}, :key :tabaxi, :languages #{"Common"}, :name "Tabaxi", :option-pack "Volo's Guide", :size :medium, :speed 30, :traits [{:description "Tabaxi have lifespans equivalent to humans.", :name "Age"} {:description "Tabaxi tend towards chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.", :name "Alignment"} {:description "Tabaxi are taller on average than humans and relatively slender. Your size is medium.", :name "Size"} {:description "Your reflexes and agility allow you to move with a bust of speed. When you move on your turn in combat, you can double your speed until then end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.", :name "Feline Agility"} {:description "Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", :name "Cat's Claws"} {:description "You have proficiency in the Perception and Stealth Skills. These proficiencies must be filled into the sheet manually.", :name "Cat's Talent"} {:description "You can speak, read and write Common and one other language of your choice. The second language must be filled into the sheet manually.", :name "Languages"}]}, :kenku {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :key :kenku, :languages #{"Common"}, :name "Kenku", :option-pack "Volo's Guide", :size :medium, :speed 30, :traits [{:description "Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.", :name "Age"} {:description "Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.", :name "Alignment"} {:description "Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is medium.", :name "Size"} {:description "You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.", :name "Expert Forgery"} {:description "You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Slight of Hand. (These choices must be filled manually).", :name "Kenku Training"} {:description "You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.", :name "Mimicry"} {:description "You can read and write Common and Auran, but you can speak only by using your Mimicry trait. (The Auran language proficiency must be filled manually).", :name "Languages"}]}, :kobold {:key :kobold, :speed 30, :name "Kobold", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str -2}, :size :small, :option-pack "Volo's Guide", :languages #{"Common" "Draconic"}, :traits [{:description "Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.", :name "Age"} {:description "Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.", :name "Alignment"} {:description "Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is small.", :name "Size"} {:description "As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or a long rest.", :name "Grovel, Cower, and Beg"} {:description "You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.", :name "Pack Tactics"} {:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :hobgoblin {:key :hobgoblin, :speed 30, :name "Hobgoblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Volo's Guide", :languages #{"Common" "Goblin"}, :traits [{:description "Hobgoblins mature at the same rate as humans an have lifespans similar in length to theirs.", :name "Age"} {:description "Hobgoblin society is build on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.", :name "Alignment"} {:description "Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is medium.", :name "Size"} {:description "You are proficient with two martial weapons of your choice and with light armor. These proficiencies must be filled in manually.", :name "Martial Training"} {:description "Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Saving Face"}]}, :triton {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1}, :key :triton, :languages #{"Common" "Primordial"}, :name "Triton", :option-pack "Volo's Guide", :size :medium, :speed 30, :traits [{:description "Tritons reach maturity around age 15 and can live up to 200 years.", :name "Age"} {:description "Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.", :name "Alignment"} {:description "Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is medium.", :name "Size"} {:description "Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.", :name "Speed"} {:description "You can breathe air or water.", :name "Amphibious"} {:description "A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it (see the spell on page 116 of Volo's Guide to Monsters). Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Control Air and Water"} {:description "Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.", :name "Guardians of the Depths"}]}, :firbolg {:darkvision 0, :key :firbolg, :languages #{"Common" "Elvish" "Giant"}, :name "Firbolg", :option-pack "Volo's Guide", :size :medium, :speed 30, :traits [{:description "As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.", :name "Age"} {:description "As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.", :name "Alignment"} {:description "Firbolg are between 7 and 8 feet tall, and weigh between 240 and 300 pounds. your size is medium.", :name "Size"} {:description "You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.", :name "Firbolg Magic"} {:description "As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Hidden Step"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"} {:description "You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.", :name "Speech of Beast and Leaf"}]}, :goblin {:key :goblin, :speed 30, :name "Goblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 2}, :size :small, :option-pack "Volo's Guide", :languages #{"Common" "Goblin"}, :traits [{:description "Goblins reach adulthood at age 8 and live up to 60 years.", :name "Age"} {:description "Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.", :name "Alignment"} {:description "Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is small.", :name "Size"} {:description "When you damage a creature with an attack or spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Fury of the Small"} {:description "You can take the Disengage or Hide action as a bonus action on each of your turns.", :name "Nimble Escape"}]}, :goliath {:abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 2}, :key :goliath, :languages #{"Common" "Giant"}, :name "Goliath", :option-pack "Volo's Guide", :size :medium, :speed 30, :traits [{:description "Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.", :name "Age"} {:description "Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balance with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.", :name "Alignment"} {:description "Goliaths are between 7 and 8 feet tall and weight between 280 and 340 pounds. Your size is medium.", :name "Size"} {:description "You have proficiency in the Athletics skill. (This proficiency must be written in manually).", :name "Natural Athlete"} {:description "You can focus yourself to occasionally shrug off an injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.", :name "Stone's Endurance"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"} {:description "You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.", :name "Mountain Born"}]}, :lizardfolk {:abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis 1}, :key :lizardfolk, :languages #{"Common" "Draconic"}, :name "Lizardfolk", :option-pack "Volo's Guide", :size :medium, :speed 30, :traits [{:description "Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.", :name "Age"} {:description "Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.", :name "Alignment"} {:description "Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is medium.", :name "Size"} {:description "Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.", :name "Speed"} {:description "Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", :name "Bite"} {:description "As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.", :name "Cunning Artisan"} {:description "You can hold your breath for up to 15 minutes at a time.", :name "Hold Breath"} {:description "You gain proficiency with two of the following skills of your choice (must be filled manually): Animal Handling, Nature, Perception, Stealth, and Survival.", :name "Hunter's Lore"} {:description "You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. (This value must be changed on the sheet manually.) You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.", :name "Natural Armor"} {:description "In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. if the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.", :name "Hungry Jaws"}]}, :aasimar {:key :aasimar, :speed 30, :name "Aasimar", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Volo's Guide", :languages #{"Celestial" "Common"}, :traits [{:description "Aasimar mature at the same rate as humans, but they can live up to 160 years.", :name "Age"} {:description "Imbued with celestial power, most aasimar ae good. Outcast aasimar are most often neutral or even evil.", :name "Alignment"} {:description "You have resistance to necrotic damage and radiant damage.", :name "Celestial Resistance"} {:description "As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.", :name "Healing Hands"} {:description "You know the light cantrip. Charisma is your spellcasting ability for it.", :name "Light Bearer"} {:description "Aasimar have the same range of height and weight as humans.", :name "Size"}]}}, :orcpub.dnd.e5/subraces {:fallen {:abilities {:orcpub.dnd.e5.character/str 1}, :key :fallen, :name "Fallen", :option-pack "Volo's Guide", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar, :traits [{:description "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.\n\nYour transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.\n\nOnce you use this trait, you can't use it again until you finish a long rest.", :name "Necrotic Shroud"}]}, :protector {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :protector, :name "Protector", :option-pack "Volo's Guide", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar, :traits [{:description "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.\n\nYour transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.\n\nOnce you use this trait, you can't use it again until you finish a long rest.", :name "Radiant Soul"}]}, :scourge {:abilities {:orcpub.dnd.e5.character/con 1}, :key :scourge, :name "Scourge", :option-pack "Volo's Guide", :props {:damage-resistance {:necrotic true, :radiant true}}, :race :aasimar, :traits [{:description "Starting at 3rd level, you can use your action to unleash divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.\n\nYour transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. This extra radiant damage equals your level.\n\nOnce you use this trait, you can't use it again until you finish a long rest.", :name "Radiant Consumption"}]}}}, "5eHB - Arcane Conduit - (Finalplayer14#8133)" {:orcpub.dnd.e5/subclasses {:arcane-conduit {:class :sorcerer, :key :arcane-conduit, :level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium}], :name "Arcane Conduit", :option-pack "Arcane Conduit", :traits [{:description "Perform an hour long ritual (Can be done on a short rest) to bond up to one melee weapon without the two-handed property. You are proficient in it and at level 3, it becomes a spellcasting focus for your sorcerer spells and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. (See Arcane Bound)", :name "Arcane Bond"} {:description "The Arcane Conduit lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.\n \n1st: \tCompelled Duel, Wrathful Smite\n3rd:\tBranding Smite, Magic Weapon\n5th:\tBlinding Smite, Elemental Weapon\n7th:\tStaggering Smite, Elemental Bane\n9th:\tBanishing Smite, Steel Wind Strike", :name "Enchanted Combatant"} {:description "When you use your action to cast a cantrip, you can make one weapon attack with your bounded weapon as a bonus action.", :level 6, :name "Frenzied Bout"} {:description "When you hit a creature with your bonded weapon you can expend 2 sorcery points to cause your bonded weapon to flare and activate one of the following abilities using your Sorcerer spell save DC.", :level 6, :name "Arcane Strike"} {:description "The attack deals an extra 1d6 acid damage + your Charisma Modifer. Additionally, at the start of the target's next turn, they must succeed on a Constitution saving throw or take 1d6 acid damage.", :level 6, :name "Acidic Strike"} {:description "The attack deals an extra 1d6 fire damage + your Charisma Modifer. Additionally, each creature of your choosing within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 fire damage.", :level 6, :name "Burning Strike"} {:description "The attack deals an extra 1d6 cold damage + your Charisma Modifer, and they must succeed on a Constitution saving throw or their speed is halved until the start of your next turn.", :level 6, :name "Freezing Strike"} {:description "The attack deals an extra 1d6 lightning damage + your Charisma Modifier to the target, and they must succeed on a Constitution saving throw or they can't take reactions until the start of your next turn.", :level 6, :name "Shocking Strike"} {:description "The attack deals an extra 1d6 thunder damage + your Charisma Modifer, and they must succeed on a Strength saving throw or be knocked prone.", :level 6, :name "Thunderous Strike"} {:description "Whenever you expend sorcery points you gain temporary hit points equal to two times the amount spent. Also, you have a +1 to AC until the start of your next turn.", :level 14, :name "Runic Protection"} {:description "When you cast a spell of 1st level or higher that targets only one creature and doesn’t have a range of self, you can spend 4 sorcery points to make a single weapon attack with your bonded weapon as a part of the spell. If the attack hits, all spell attack rolls, if any, for the channeled spell hit the target automatically and are considered a part of the single weapon attack. The target takes weapon damage and is subject to the effects of the spell. If the spell requires a saving throw the target has disadvantage on the first saving throw made against the spell and automatically fails if it is a Dexterity saving throw.", :level 18, :name "Bonded Incantation"} {:description "The attack deals an extra 1d6 force damage + your Charisma Modifer, and they must succeed a Constitution saving throw or it is pushed back 10 feet.", :level 6, :name "Force Strike"}]}}}, "KP - Deep Magic 12 - Blood and Doom - (NineArtsDragon#3773)" {:orcpub.dnd.e5/classes {}, :orcpub.dnd.e5/monsters {:blood-elemental {:description "Native to a lake of churning blood on an abyssal plain,\nblood elementals aren't true elementals, but they\nshare many attributes with them. A blood elemental\nis a swirling, bubbling, ambulatory glob of blood the\nsize of a hogshead cask. They are drawn to movement\nand they absorb whatever living creatures they find,\nincreasing their own size and power in the process.", :key :blood-elemental, :int 5, :speed "30 feet", :name "Blood Elemental", :alignment "neutral", :cha 5, :hit-points {:die 10, :die-count 10, :modifier 40}, :type :elemental, :size :large, :option-pack "KPDM 12 - Blood and Doom", :armor-class 14, :str 16, :saving-throws {:str nil}, :challenge 5, :con 18, :dex 13, :wis 10, :props {:condition-immunity {:grappled true, :paralyzed true, :petrified true, :prone true, :restrained true, :unconscious true}, :damage-immunity {:necrotic true, :psychic true}, :damage-resistance {:acid true, :bludgeoning true, :fire true, :piercing true, :slashing true}, :damage-vulnerability {:poison true}, :language {:primordial true}}, :traits [{:description "blindsense 30 ft., passive Perception 10", :name "Senses"} {:description "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.", :name "Liquid Form"} {:description "Each time the elemental takes cold damage, its speed is reduced by 10 feet until the end of its next turn.", :name "Coagulate"} {:description "If the blood elemental becomes entirely submerged in water, it dissipates and dies instantly.", :name "Destroyed by Water"} {:description "The elemental makes two slam attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one\ntarget. Hit: 12 (2d8 + 3) bludgeoning damage.", :name "Slam", :type :action} {:description "creature in the\nelemental's space must make a DC 15 Constitution saving\nthrow. On a failure, a creature takes 13 (3d6 + 3) necrotic\ndamage and, if it is Large or smaller, it is grappled (escape\nDC 13). A grappled creature is restrained and unable to\nbreathe. If the saving throw is successful, the creature\nis pushed out of the elemental's space. The elemental\ncan grapple one Large creature or up to two Medium or\nsmaller creatures at one time. If Blood Drain inflicts 30\nor more necrotic damage, the elemental grows in size as\nthough affected by an enlarge spell.\nAt the start of the elemental's turn, each target\ngrappled by it takes 13 (3d6 + 3) necrotic damage. A\ncreature within 5 feet of the elemental can pull a creature\nor object out of it by using an action to make a successful\nDC 15 Strength check.", :name "Blood Drain (Recharge 4-6)", :type :action}]}}, :orcpub.dnd.e5/spells {:shroud-of-death-antipaladin- {:description "You call up a black veil of necrotic energy that devours\nthe living. You draw on the life energy of all living\ncreatures within 30 feet of you that you can see. When\nyou cast the spell, every living creature within 30 feet\nof you that you can see takes 1 necrotic damage, and\nall those hit points transfer to you as temporary hit\npoints. The transfer increases to 2 points per creature\nat the start of your second turn with the spell, 3 per\ncreature at the start of your third turn, and so on. All\nliving creatures you can see within 30 feet of you at\nthe start of your turns are affected. There is no saving\nthrow; creatures can avoid the effect by moving more\nthan 30 feet from you or by getting out of your line of\nsight, but they become susceptible again if they move\nback into the spell's area of effect. The temporary hit\npoints last until the spell expires.", :key :shroud-of-death-antipaladin-, :school "necromancy", :name "Shroud of Death (Antipaladin)", :duration "Concentration, up to 10 rounds", :level 4, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a piece of ice", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :exsanguinating-cloud-blood- {:description "When you cast this spell, a rose-colored\nmist billows up from the spot you\nindicate within range, obscuring\nsight and draining blood from living\ncreatures. The cloud spreads around\ncorners. It lasts for the duration or\nuntil strong wind disperses it, ending\nthe spell. Its area is heavily obscured.\nThis cloud leeches the blood or\nsimilar fluid from creatures in the\narea. It doesn't affect undead or\nconstructs. Any creature in the cloud\nwhen it's created or at the start of your\nturn takes 21 (6d6) necrotic damage and\ngains one level of exhaustion; a successful\nConstitution saving throw halves the\ndamage and prevents gaining exhaustion.", :key :exsanguinating-cloud-blood-, :school "necromancy", :name "Exsanguinating Cloud (Blood)", :duration "Concentration, up to 5 minutes", :level 5, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "100 feet"}, :sanguine-horror-antipaladin- {:description "When you cast this spell, you prick\nyourself with the focus, taking 1 piercing\ndamage. The spell fails if this damage\nis prevented or negated in any way.\nFrom the drop of blood, you conjure\na blood elemental. The blood\nelemental is friendly to you and\nyour companions for the duration.\nIt disappears when it's reduced to 0\nhit points or when the spell ends.\nRoll initiative for the elemental,\nwhich has its own turns. It obeys\nverbal commands from you (no\naction required by you). If you\ndon't issue any commands to the\nblood elemental, it defends itself\nbut otherwise takes no actions. If\nyour concentration is broken,\nthe blood elemental doesn't\ndisappear, but you lose\ncontrol of it and it\nbecomes hostile to you and your companions. An\nuncontrolled blood elemental cannot be dismissed by\nyou, and it disappears 1 hour after you summoned it.\nSee “Monsters” for details on the blood\nelemental.", :key :sanguine-horror-antipaladin-, :school "conjuration", :name "Sanguine Horror (Antipaladin)", :duration "Concentration, up to 1 hour", :level 5, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a miniature dagger", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "5 feet"}, :blood-tide-antipaladin- {:description "When you cast this spell, the targeted creature must\nsucceed on a Constitution saving throw or bleed from\nits nose, eyes, ears, and mouth. This bleeding causes\nno damage but imposes a –2 penalty on the creature's\nIntelligence, Charisma, and Wisdom checks. Blood\ntide has no effect on undead or constructs.\nA bleeding creature might also attract the\nattention of creatures such as stirges, sharks, or giant\nmosquitoes, depending on the circumstances.\nA cure wounds spell stops the bleeding before the\nspell's duration expires, as does a successful DC 10\nWisdom (Medicine) check.\n\nThe duration increases to 2 minutes at 5th level, 10\nminutes at 11th level, and 1 hour at 17th level.", :key :blood-tide-antipaladin-, :school "necromancy", :name "Blood Tide (Antipaladin)", :duration "4 rounds", :level 1, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic false, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "25 feet"}, :bloodshot-blood- {:description "You launch a jet of boiling blood from your eyes at\na target within 40 feet of you. You take 1d6 necrotic\ndamage and make a ranged spell attack against the\ntarget. If the attack hits, the target takes 2d10 fire\ndamage plus 2d8 psychic damage.\n\nAt Higher Levels. When you cast this spell using\na spell slot of 3rd level or higher, the fire damage\nincreases by 1d10 for each slot level above 2nd.", :key :bloodshot-blood-, :school "conjuration", :name "Bloodshot (Blood)", :duration "Instantaneous", :level 2, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "40 feet"}, :blood-armor-antipaladin- {:description "When you strike a foe with a melee weapon attack,\nyou can immediately cast blood armor as a bonus\naction. The foe you struck must contain blood;\ntargets that don't bleed don't satisfy the requirement\nfor blood armor. The blood flowing from your foe\nmagically increases in volume and forms a suit of\narmor around you, granting you armor class 18 +\nyour Dexterity modifer for the spell’s duration. Blood\narmor has no Strength requirement, doesn't hinder\nspellcasting, and doesn't incur disadvantage on\nDexterity (Stealth) checks.\n\nIf the creature you struck was celestial, blood armor\nalso grants you advantage on Charisma saving throws.", :key :blood-armor-antipaladin-, :school "necromancy", :name "Blood Armor (Antipaladin)", :duration "1 hour", :level 2, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "you must have just struck a foe with a melee attack", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :bloody-smite-antipaladin- {:description "The next time you hit a creature with a melee weapon\nattack during the spell's duration, your weapon pulses\nwith a dull, red light and the attack deals an extra 1d6\nnecrotic damage to the target. At the start of each of\nits turns until the spell ends, the target must make a\nConstitution saving throw. On a failed save, it takes\n1d6 necrotic damage, it bleeds profusely from the\nmouth, and it can't speak intelligibly or cast spells\nwith a verbal component. On a successful save, the\nspell ends. lf the target or an ally within 5 feet of it\nuses an action to tend the wound with a successful\nWisdom (Medicine) check against your spell save DC\nor the target receives magical healing, the spell ends.", :key :bloody-smite-antipaladin-, :school "necromancy", :name "Bloody Smite (Antipaladin)", :duration "Concentration, up to 1 minute", :level 1, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic false, :verbal true}, :attack-roll? false, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :st-blusens-reaver-spirit-antipaladin- {:description "You inspire allies to fight with the savagery of\nberserkers. You and allies you can see within range\nhave: advantage on Strength checks and Strength\nsaving throws; resistance to bludgeoning, piercing,\nand slashing damage from nonmagical weapons; and\na +2 bonus to damage with melee weapons.\nWhen the spell ends, all affected creatures must\nsucceed on a Constitution saving throw or gain 1d4\nlevels of exhaustion.\n\nAt Higher Levels. When you cast this spell using\na spell slot of 3rd level or higher, the melee damage\nbonus increases by 1 for each slot level above 2nd.", :key :st-blusens-reaver-spirit-antipaladin-, :school "enchantment", :name "St. Blusen's Reaver Spirit (Antipaladin)", :duration "Concentration, up to 1 minute", :level 3, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :doom-of-consuming-fire-antipaladin- {:description "This spell wreathes you in cold, purple fire that\ndamages creatures near you. You take 3 (1d6) cold\ndamage each round for the duration of the spell.\nCreatures within 5 feet of you when you cast the spell,\nand at the start of your turns while the spell is in effect,\ntake 4 (1d8) cold damage.\n\nAt Higher Levels. When you cast this spell using\na slot of 3rd level, the radius of the spell extends to\n10 feet, damage to you is 4 (1d8) cold damage, and\ndamage to other creatures is 5 (1d10 )cold damage.\nWhen you cast this spell using a slot of 4th level, the\nradius of the spell extends to 15 feet, damage to you is\n5 (1d10) cold damage, and damage to other creatures\nis 6 (1d12) cold damage. When you cast this spell using\na slot of 5th level, the radius of the spell extends to\n20 feet, damage to you is 6 (1d12) cold damage, and\ndamage to other creatures is 10 (1d20) cold damage.", :key :doom-of-consuming-fire-antipaladin-, :school "evocation", :name "Doom of Consuming Fire (Antipaladin)", :duration "Concentration, up to 1 minute", :level 2, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a dead coal or a fistful of ashes", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :doom-of-blue-crystal-antipaladin- {:description "You are surrounded by a field of glowing, blue energy\nlasting 3 rounds. Creatures within 5 feet of you\n(including yourself) must make a Constitution saving\nthrow when the spell is cast and again at the start of\neach of your turns while the spell is in effect. A creature\nwhose saving throw fails is restrained; a restrained\ncreature whose saving throw fails is paralyzed; and\na paralyzed creature whose saving throw fails is\npetrified and transforms into a statue of blue\ncrystal. As with all concentration spells, you\ncan end the field at any time (no action\nrequired). If you turn to crystal, the\nenergy field ends after all affected\ncreatures make their saving throws.\nRestrained and paralyzed\ncreatures recover immediately\nwhen the spell effect ends, but\npetrification is permanent.\nCrystal creatures can see, hear,\nand smell normally, but they don't\nneed to eat or breathe. If shatter is\ncast on a crystal creature, it must\nsucceed on a Constitution saving\nthrow against the caster's spell save\nDC or be killed. If a crystal statue\nis broken or damaged, the subject has\nsimilar damage when its petrification ends.\nCreatures transformed into blue crystal can\nbe restored with dispel magic, greater restoration, or\ncomparable magic.", :key :doom-of-blue-crystal-antipaladin-, :school "transmutation", :name "Doom of Blue Crystal (Antipaladin)", :duration "Concentration, up to 3 rounds", :level 3, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a blue crystal", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :visage-of-madness-antipaladin- {:description "When you cast this spell, your face momentarily\nbecomes that of a demon lord, frightful enough to\ndrive enemies mad. Every foe that's within 30 feet of\nyou and that sees you must make a Wisdom saving\nthrow. A creature that fails claws savagely at its\neyes, doing (1d6 + the creature’s Strength modifier)\npiercing damage, is stunned until the end of its next\nturn, and is blinded for 1d4 rounds. A creature that\nrolls maximum damage against itself (a 6 on the d6) is\nblinded permanently.", :key :visage-of-madness-antipaladin-, :school "enchantment", :name "Visage of Madness (Antipaladin)", :duration "Instantaneous", :level 4, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :blood-lure-blood- {:description "You point at any open liquid (a jar, a bowl, even a\npuddle) that contains at least a quart of blood. It\nflashes momentarily with sparkling light before\nregaining its former hue. Predators and creatures\nthat feed on blood, including undead such as\nvampires, within 60 feet must make Charisma saving\nthrows. Creatures with Keen Smell or any similar\nscent‑boosting ability have disadvantage on the\nsaving throw, while undead that feed on blood have\nadvantage on the saving throw. Those that fail are\ndrawn toward the blood; they must move toward it\nunless impeded.\n\nOnce an affected creature reaches the blood, it\ntries to consume it, foregoing all other actions while\nthe blood is present. A successful attack against an\naffected creature ends the effect, as does the complete\nconsumption of the blood, which requires just 1 action\nby an affected creature.", :key :blood-lure-blood-, :school "enchantment", :name "Blood Lure (Blood)", :duration "1 minute", :level 2, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a blood pool", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "10 feet"}, :blood-and-steel-blood- {:description "When you cast this spell, you cut your hand and\ntake 1d4 slashing damage that can't be healed until\nyou take a long rest. Then touch a construct; it must\nmake a successful Constitution saving throw or be\ncharmed by you for the duration. If you or your allies\nare fighting the construct, it has advantage on the\nsaving throw. Even constructs that are immune to\ncharm can be affected by this spell.\nWhile the construct is charmed, you\nhave a telepathic link with it as long\nas the two of you are on the same\nplane of existence. You can use this to issue basic commands to the creature while you are conscious (no action required), which it does its best to obey. You\ncan specify a simple and general course of\naction, such as “attack the ghouls,” “block the bridge,” or “fetch that\nbucket.” If the construct completes the order and doesn't receive\nfurther direction from you, it defends itself.\nYou can use your action to take total and precise\ncontrol of the target. Until the end of your next turn,\nthe construct takes only the actions you specify and does\nnothing you haven't ordered it to do. During this time, you\ncan also cause the construct to use a reaction, but this\nrequires you to use your own reaction as well.\n\nEach time the construct takes damage, it makes a\nnew Constitution saving throw against the spell. If\nthe saving throw succeeds, the spell ends.\n\nIf the construct is already under your control when\nthe spell is cast, it gains an Intelligence of 10 (unless\nits own Intelligence is higher, in which case it retains\nthe higher score) for 4 hours. The construct is capable\nof acting independently, though it remains loyal to\nyou for the spell's duration. You can also grant the\ntarget a bonus equal to your Intelligence modifier on\none skill in which you have proficiency.\n\nAt Higher Levels. When you cast this spell with a\n5th-level spell slot, the duration is concentration, up\nto 10 minutes. When you use a 6th-level spell slot, the\nduration is concentration, up to 1 hour. When you\nuse a spell slot of 7th level or higher, the duration is\nconcentration, up to 8 hours.", :key :blood-and-steel-blood-, :school "transmutation", :name "Blood and Steel (Blood)", :duration "Concentration, up to 1 minute", :level 4, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :doom-of-dancing-blades-antipaladin- {:description "When you cast doom of dancing blades, you create 1d4\nillusory copies of your weapon that float in the air 5\nfeet from you. These images move with you, spinning,\nshifting, and mimicking your attacks. When you are\nhit by a melee attack but the attack roll was within 3\nof your armor class, one illusory weapon parries the\nattack; you take no damage and the illusory weapon is\ndestroyed. When you are hit by a melee attack that an\nillusory weapon can't parry (the attack roll succeeds\nby 4 or more), you take only half damage from the\nattack and an illusory weapon is destroyed. Spells and\neffects that don't require an attack roll or that affect\nan area affect you normally and don't destroy any\nillusory weapons.\n\nIf you make a melee attack that scores a critical hit\nwhile doom of dancing blades is in effect on you, all your\nillusory dancing blades also strike the target and do\n1d8 bludgeoning, piercing, or slashing damage (your\nchoice) each.\n\nAn attacker must be able to see the illusory weapons\nto be affected. The spell has no effect if you are\ninvisible or in total darkness, or on blind creatures.", :key :doom-of-dancing-blades-antipaladin-, :school "illusion", :name "Doom of Dancing Blades (Antipaladin)", :duration "Concentration, up to 1 hour", :level 3, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :conjure-undead-antipaladin- {:description "You summon a shadow to do your bidding. The\ncreature appears in an unoccupied space that you\ncan see within range. The creature is friendly to you\nand your allies for the duration. Roll initiative for the\nshadow, which has its own turns. It obeys any verbal\ncommands that you issue to it (no action required\nby you). If you don't issue any commands to the\ncreature, it defends itself from hostile creatures but\notherwise takes no actions. The shadow disappears\nwhen the spell ends.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 4th level, you can choose to summon a\nwight or a shadow. When you cast this spell with a\nspell slot of 5th level, you can choose to summon a\nghost, a shadow, or a wight.", :key :conjure-undead-antipaladin-, :school "conjuration", :name "Conjure Undead (Antipaladin)", :duration "Concentration, up to 1 hour", :level 3, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a humanoid skull", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :doom-of-serpent-coils-antipaladin- {:description "You drink a dose of venom or other poison and\nthrough the unholy power of your dark god, you\nspread the effect to other living things around you.\nIf the poison normally allows a saving throw, you fail\nit automatically. You suffer the effect of the poison\nnormally before spreading the poison to all other\nliving creatures within 10 feet of you. Instead of\nmaking the usual saving throw against the poison,\ncreatures around you make a Constitution saving\nthrow against the spell. A target whose saving throw\nsucceeds suffers no damage or other effect from the\npoison and is immune to further castings of doom of\nserpent coils for 24 hours. Targets that fail the saving\nthrow don't take the poison's usual effect; instead,\nthey take 14 (4d6) poison damage and are poisoned.\nWhile poisoned this way, a creature repeats the saving\nthrow at the end of its turn. On a failure, it takes\n14 (4d6) poison damage and is still poisoned. On a\nsuccess, it's no longer poisoned and it's immune to\nfurther castings of doom of serpent coils for 24 hours.\n\nMultiple castings of doom of serpent coils have no\nadditional effect against creatures that are already\npoisoned by it. The effect can also be ended by\nprotection from poison or comparable magic.", :key :doom-of-serpent-coils-antipaladin-, :school "necromancy", :name "Doom of Serpent Coils (Antipaladin)", :duration "Instantaneous", :level 4, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a vial of poison", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :caustic-blood-blood- {:description "Your blood becomes caustic when exposed to the air.\nWhen you take damage, you can use your reaction\nto select up to three targets within 30 feet of you.\nEach target takes 1d10 acid damage unless it makes a\nsuccessful Dexterity saving throw.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level or higher, the number of targets\nincreases by 1 for each slot level above 2nd.", :key :caustic-blood-blood-, :school "transmutation", :name "Caustic Blood (Blood)", :duration "Concentration, special", :level 2, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 reaction", :spell-lists {:bard false, :cleric false, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :animate-ghoul-antipaladin- {:description "You raise one Medium or Small humanoid corpse as a\nghoul under your control. Any class levels or abilities\nthe creature had in life are gone, replaced by the\nstandard ghoul stat block.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level, it can be used on the corpse of a\nLarge humanoid to create a Large ghoul. When you\ncast this spell using a spell slot of 4th level, this spell\ncreates a ghast, but the material component changes\nto an onyx gemstone worth at least 200 gp.", :key :animate-ghoul-antipaladin-, :school "necromancy", :name "Animate Ghoul (Antipaladin)", :duration "Instantaneous", :level 2, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a piece of rotting flesh and an onyx gemstone worth 100 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :doom-of-the-cracked-shield-antipaladin- {:description "Doom of the cracked shield is cast on a melee weapon. The\nnext time that weapon is used, it destroys the target's\nnonmagical shield or damages nonmagical armor, in\naddition to the normal effects of the attack. If the foe\nis using a nonmagical shield, it crumbles into sawdust\nand rust. If the foe doesn't use a shield, its nonmagical\narmor is permanently reduced in effectiveness by 2\npoints. If the target doesn't use armor or a shield, the\nspell is expended with no effect.", :key :doom-of-the-cracked-shield-antipaladin-, :school "transmutation", :name "Doom of the Cracked Shield (Antipaladin)", :duration "Until expended", :level 1, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :timely-distraction-antipaladin- {:description "You call forth a swirling, crackling wave of constantly\nshifting pops, flashes, and swept-up debris. This chaos\ncan confound one creature. If the target creature fails\na Wisdom saving throw, roll 1d4 and consult the table\nbelow to determine the result. An affected creature\nrepeats the saving throw at the end of its turn, ending\nthe effect on a success. Otherwise, the spell expires\nafter 3 rounds.\n\n--1d4: Effect--\n1: Blinded;\n2: Stunned;\n3: Deafened;\n4: Prone", :key :timely-distraction-antipaladin-, :school "evocation", :name "Timely Distraction (Antipaladin)", :duration "3 rounds", :level 2, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a handful of sand or dirt thrown in the air", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "25 feet"}, :vomit-tentacles-antipaladin- {:description "Upon casting this spell, your jaws distend and\ndozens of thin, slimy tentacles emerge from your\nmouth to grasp and bind your opponents. Make\na melee spell attack against a foe within 15 feet of\nyou. On a hit the target takes (2d6 + your Strength\nmodifier) bludgeoning damage and is grappled\n(escape DC = your spell save DC). Until this grapple\nends, the target is restrained and it takes (2d6 +\nyour Strength modifier) bludgeoning damage at the\nstart of each of your turns. You can grapple only one\ncreature at a time.\nThe tentacles can be attacked to free a grappled\nopponent. Their armor class equals yours. If they take\n(5 + your Constitution modifier) slashing damage\nfrom a single attack, enough tentacles are severed\nto free a grappled opponent. Severed tentacles are\nreplaced by new ones at the start of your turn. Damage\ndone to the tentacles doesn't affect your hit points.\nWhile the spell is in effect, you are incapable of\nspeech and can't cast spells with verbal components.", :key :vomit-tentacles-antipaladin-, :school "transmutation", :name "Vomit Tentacles (Antipaladin)", :duration "5 rounds", :level 2, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a piece of tentacle", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :blood-tide-blood- {:description "When you cast this spell, the targeted creature must\nsucceed on a Constitution saving throw or bleed from\nits nose, eyes, ears, and mouth. This bleeding causes\nno damage but imposes a –2 penalty on the creature's\nIntelligence, Charisma, and Wisdom checks. Blood\ntide has no effect on undead or constructs.\nA bleeding creature might also attract the\nattention of creatures such as stirges, sharks, or giant\nmosquitoes, depending on the circumstances.\nA cure wounds spell stops the bleeding before the\nspell's duration expires, as does a successful DC 10\nWisdom (Medicine) check.\n\nThe duration increases to 2 minutes at 5th level, 10\nminutes at 11th level, and 1 hour at 17th level.", :key :blood-tide-blood-, :school "necromancy", :name "Blood Tide (Blood)", :duration "4 rounds", :level 0, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic false, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "25 feet"}, :stanch-blood- {:description "The target’s blood coagulates rapidly, so that a\ndying target stabilizes and any ongoing bleeding or\nwounding effect on the target ends. The target can't be\nthe source of blood for any spell or effect that requires\neven a drop of blood.", :key :stanch-blood-, :school "transmutation", :name "Stanch (Blood)", :duration "1 hour", :level 1, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :blood-spoor {:description "By touching a drop of your quarry’s blood (spilled\nor drawn within the past hour), you can follow its\ntrail unerringly across any surface or under water, no\nmatter how fast you are moving. If your quarry takes\nflight, you can follow its trail along the ground or\nthrough the air if you have means to fly.\n\nIf your quarry moves magically (such as through a\ndimension door or via a teleport spell), you sense its trail\nas a straight path from where the magical movement\nstarted to where it ended. Such a vector may lead\nthrough lethal or impassable barriers. This spell even\nreveals the path of those using pass without trace, but it\nfails to locate creatures protected by nondetection or by\nother effects that prevent scrying or cause divination\nspells to fail. If your quarry moves to another plane,\nits trail ends without trace, but blood spoor picks up the\ntrail again if the caster shifts to the same plane as the\nquarry before the spell expires.", :key :blood-spoor, :school "divination", :name "Blood Spoor", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a drop of the quarry's blood", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :doom-of-the-slippery-rogue-antipaladin- {:description "A doom of the slippery rogue spell covers a\n20-foot‑by‑20‑foot area of wall or floor with a thin\ncoating of bacon fat or similar grease. Climbers\nmust make a successful DC 20 Strength (Athletics)\ncheck or immediately fall from the surface unless\nthey're held in place by ropes or other climbing gear.\nA creature standing on an affected floor falls prone\nunless it makes a successful Dexterity saving throw.\nMovement through the affected area is done at half\nspeed (this is cumulative with the usual halving for\nclimbing), and any movement must be accompanied\nby a Dexterity (walking) or Strength (climbing)\nsaving throw. If the saving throw fails, the moving\ncreature falls.", :key :doom-of-the-slippery-rogue-antipaladin-, :school "conjuration", :name "Doom of the Slippery Rogue (Antipaladin)", :duration "1 minute", :level 2, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "bacon fat", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "40 feet"}, :doom-of-the-earthen-maw-antipaladin- {:description "The ground within 30 feet of the point you designate\nturns into filthy and slippery muck, so that those\nin the area sink down to a watery death. This spell\naffects sand, earth, mud, or ice, but not stone, wood,\nor other material. For the duration, the ground in the\naffected area is difficult terrain. A creature in the area\nwhen you cast the spell must succeed on a Strength\nsaving throw or be restrained by the mud until the\nspell ends. A restrained creature can free itself by\nusing an action to make a successful Strength saving\nthrow. Creatures that free themselves or that enter\nthe area after the spell was cast are affected by the\ndifficult terrain but don't become restrained.\nEach round, a restrained creature sinks deeper\ninto the muck. A Medium or smaller creature that\nis restrained for 3 rounds becomes completely\nsubmerged at the end of its third turn. A Large\ncreature becomes submerged after 4 rounds.\nSubmerged creatures begin suffocating if they\naren't holding their breath. Creatures that are still\nsubmerged when the spell expires are sealed beneath\nthe newly-solid ground. At that point, they can escape\nonly if someone else digs them out or they have a\nburrowing speed.", :key :doom-of-the-earthen-maw-antipaladin-, :school "evocation", :name "Doom of the Earthen Maw (Antipaladin)", :duration "10 rounds", :level 4, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}, :momento-mori-antipaladin- {:description "You transform yourself into a horrifying vision of\ndeath, rotted and crawling with maggots, exuding the\nstench of the grave. All creatures that see you must\nsucceed on a Charisma saving throw or be stunned\nuntil the end of your next turn.\nA creature that succeeds on the saving throw is\nimmune to further castings of this spell for 24 hours.", :key :momento-mori-antipaladin-, :school "necromancy", :name "Momento Mori (Antipaladin)", :duration "1 round", :level 1, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :strength-of-the-underworld-antipaladin- {:description "You call on the power of the dark gods of the afterlife\nto strengthen the target's undead energy. The spell's\ntarget has advantage on saving throws against Turn\nUndead while the spell lasts.\n\nIf this spell is cast on a corpse that died from\ndarakhul fever, the corpse gains a +5 bonus on its roll\nto determine whether it rises as a darakhul (see the\ndarakhul entry in Tome of Beasts).", :key :strength-of-the-underworld-antipaladin-, :school "necromancy", :name "Strength of the Underworld (Antipaladin)", :duration "1 minute", :level 3, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "an unholy symbol of a deity of the dead", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :st-parvalas-risen-road-antipaladin- {:description "When you cast this spell, you open a glowing portal\ninto the plane of shadow. The portal remains open for\n1 minute, until 10 creatures step through it, or until\nyou collapse it (no action required). Stepping through\nthe portal places you on a shadow road leading to a\ndestination within 50 miles, or in a direction specified\nby you. The road is in ideal condition. You and your\ncompanions can travel it safely at a normal pace, but\nyou can't rest on the road; if you stop for more than 10\nminutes, the spell expires and dumps you back into\nthe real world at a random spot within 10 miles of\nyour starting point.\nThe spell expires 2d6 hours after being cast.\nWhen that happens, travelers on the road are safely\ndeposited near their specified destination or 50 miles\nfrom their starting point in the direction that was\nspecified when the spell was cast. Travelers never incur\nexhaustion no matter how many hours they spent\nwalking or riding on the shadow road. The temporary\nshadow road ceases to exist; anything left behind is\nlost in the shadow realm. Each casting of\nSt. Parvalas's risen road creates a new shadow road.\nA small chance exists that a temporary shadow\nroad might intersect with an existing shadow road,\nopening the possibility for meeting other travelers or\nmonsters, or for choosing a different destination midjourney.\nThe likelihood is entirely up to the GM. See\nthe Midgard Campaign Setting for further details on\nshadow roads.", :key :st-parvalas-risen-road-antipaladin-, :school "transmutation", :name "St. Parvala's Risen Road (Antipaladin)", :duration "2-12 hours", :level 4, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a bentwood stick", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "50 miles"}, :vital-mark-blood- {:description "You perform a ritual that marks one unattended\nmagic item (including weapons and armor) with\na clearly visible stain of your blood. The exact\nappearance of the bloodstain is up to you. The item’s\nmagical abilities don't function for anyone else as\nlong as the bloodstain remains on it. For example, a\n+1 flaming longsword with a vital mark functions as a\nnonmagical longsword in the hands of anyone but the\ncaster, but it still functions as a +1 flaming longsword\nfor the caster who placed the bloodstain on it. A wand\nof magic missiles would be no more than a stick in the\nhands of anyone but the vital mark's caster.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 4th level or higher on the same item for\n28 consecutive days, the effect becomes permanent\nuntil dispelled.", :key :vital-mark-blood-, :school "transmutation", :name "Vital Mark (Blood)", :duration "24 hours", :level 2, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :as-you-were-antipaladin- {:description "When cast on a dead or undead body, as you were\nreturns that creature to the appearance it had in life\nwhile it was healthy and uninjured. The target must\nhave a physical body; the spell fails automatically if\nthe target is normally noncorporeal (banshee, ghost,\nwraith, et al.).\n\nIf as you were is cast on a corpse, its effect is\nidentical to gentle repose except that the corpse's\nappearance is restored to that of a healthy, uninjured\n(albeit dead) person.\n\nIf the target is an undead creature, it also is restored\nto the appearance it had in life, even if it died from\ndisease or from severe wounds, or centuries ago. The\ntarget looks, smells, and sounds (if it can talk) as it did\nin life. Friends and family can tell something is wrong\nonly with a successful Wisdom (Insight) check against\nyour spell save DC, and only if they have reason to\nbe suspicious (knowing the person should be dead\nis sufficient reason). Spells and abilities that detect\nundead are also fooled, but the creature remains\nsusceptible to Turn Undead as normal.\n\nThis spell doesn't confer speech on undead that\nnormally can't speak. The creature eats, drinks, and\nbreathes as a living creature does; it can mimic sleep,\nbut it has no more need for it than it had before. Any\namount of radiant, necrotic, or Constitution damage\nimmediately ends this spell.\n\nIf this spell is cast on an undead creature that isn't\nyour ally or under your control, it makes a Charisma\nsaving throw to resist the effect.", :key :as-you-were-antipaladin-, :school "necromancy", :name "As You Were (Antipaladin)", :duration "Up to 24 hours", :level 2, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a piece of flesh from a creature of the target's race", :somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :weapon-of-blood-blood- {:description "When you cast this spell, you inflict 1d4 slashing\ndamage on yourself that can't be healed until after\nthe blade created by this spell is destroyed or the spell\nends. The trickling blood transforms into a dagger of\nred metal that functions as a +1 dagger.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level, the self-inflicted wound deals\n3d4 slashing damage and the spell produces a +2\ndagger. When you cast this spell using a spell slot of\n6th level, the self-inflicted wound deals 6d4 slashing\ndamage and the spell produces a +2 dagger of wounding.\nWhen you cast this spell using a spell slot of 9th level,\nthe self-inflicted wound does 9d4 slashing damage\nand the spell produces a +3 dagger of wounding.", :key :weapon-of-blood-blood-, :school "transmutation", :name "Weapon of Blood (Blood)", :duration "Concentration, up to 1 hour", :level 1, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a pinch of iron shavings", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :st-whiteskulls-borrowing {:description "By touching a target, you gain one sense, movement\ntype and speed, feat, language, immunity, or\nextraordinary ability of the target for the duration\nof the spell. The target also retains the use of the\nborrowed ability. An unwilling target prevents the\neffect with a successful Constitution saving throw.\nThe target can be a living creature or one that's been\ndead no longer than 1 minute; a corpse makes no\nsaving throw. You can possess only one borrowed\npower at a time.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 5th level, its duration increases to 1 hour.\nAdditionally, the target loses the stolen power for the\nduration of the spell.", :key :st-whiteskulls-borrowing, :school "necromancy", :name "St. Whiteskull's Borrowing", :duration "1 minute", :level 3, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a polished vampire's fang", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :hobble-mount-antipaladin- {:description "When you cast hobble mount as a successful melee spell\nattack against a horse, wolf, or other four-legged or\ntwo-legged beast being ridden as a mount, that beast\nis disabled so that it can’t move at its normal speed\nwithout incurring injury. An affected creature that\nmoves more than half its base speed in a turn takes\n2d6 bludgeoning damage.\nThis spell has no effect on a creature that your GM\ndeems to not be a mount.\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 2nd level or higher, the damage increases\nby 2d6 for each slot level above 1st.", :key :hobble-mount-antipaladin-, :school "necromancy", :name "Hobble Mount (Antipaladin)", :duration "Concentration, up to 1 hour", :level 1, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :doom-of-disenchantment-antipaladin- {:description "When you cast doom of disenchantment, your armor\nand shield glow with unholy light. When a creature\nhits you with an attack, the spell counters any\naugmenting magic granting the attack a bonus to hit\n(but not advantage) or bonus damage. For example,\na +1 weapon would still be considered magical but\nit gets neither +1 to hit nor damage against a target\nunder a doom of disenchantment. The doom also\nmomentarily suppresses other magical abilities or\nspell-like abilities of the attack. A sword of wounding,\nfor example, can't cause ongoing wounds on you and\nyou recover hit points normally. If the attack was a\nspell or spell-like ability, it's affected as if you'd cast\ncounterspell, using Charisma as your spellcasting\nability. Spells with a duration of instantaneous,\nhowever, are unaffected.", :key :doom-of-disenchantment-antipaladin-, :school "abjuration", :name "Doom of Disenchantment (Antipaladin)", :duration "Concentration, up to 5 rounds", :level 3, :option-pack "KPDM 12 - Blood and Doom", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :cruor-of-visions-blood- {:description "You prick your finger with a bone needle as you\ncast this spell, taking 1 necrotic damage. This drop\nof blood must be caught in a container such as a\nplatter or a bowl, where it grows into a pool 1 foot in\ndiameter. This pool acts as a crystal ball for the purpose\nof scrying.\nIf you place a drop (or dried flakes) of another\ncreature's blood in the cruor of visions, the creature\nhas disadvantage on any Wisdom saving throw to\nresist scrying. Additionally, you can treat the pool\nof blood as a crystal ball of telepathy (see the crystal ball\ndescription in the Fifth Edition rules).\n\nAt Higher Levels. When you cast this spell using a\nspell slot of 7th level or higher, the pool of blood acts\nas either a crystal ball of mind reading or a crystal ball of\ntrue seeing (your choice when the spell is cast).", :key :cruor-of-visions-blood-, :school "divination", :name "Cruor of Visions (Blood)", :duration "Concentration, up to 5 minutes", :level 5, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a bone needle and catchbasin", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :blood-armor-blood- {:description "When you strike a foe with a melee weapon attack,\nyou can immediately cast blood armor as a bonus\naction. The foe you struck must contain blood;\ntargets that don't bleed don't satisfy the requirement\nfor blood armor. The blood flowing from your foe\nmagically increases in volume and forms a suit of\narmor around you, granting you armor class 18 +\nyour Dexterity modifer for the spell’s duration. Blood\narmor has no Strength requirement, doesn't hinder\nspellcasting, and doesn't incur disadvantage on\nDexterity (Stealth) checks.\n\nIf the creature you struck was celestial, blood armor\nalso grants you advantage on Charisma saving throws.", :key :blood-armor-blood-, :school "necromancy", :name "Blood Armor (Blood)", :duration "1 hour", :level 3, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "you must have just struck a foe with a melee attack", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :hone-blade-antipaladin- {:description "You magically sharpen the edge of any bladed weapon\nor object. The target weapon gets +1 to damage on its\nnext successful hit.", :key :hone-blade-antipaladin-, :school "transmutation", :name "Hone Blade (Antipaladin)", :duration "Until expended", :level 1, :option-pack "KPDM 12 - Blood and Doom", :components {:material true, :material-component "a small whetstone or lodestone chip", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}}, :orcpub.dnd.e5/subclasses {:oath-of-the-giving-grave {:class :paladin, :key :oath-of-the-giving-grave, :level-modifiers [], :name "Oath of the Giving Grave", :option-pack "KPDM 12 - Blood and Doom", :paladin-spells {1 {0 :blood-tide-antipaladin-, 1 :disguise-self}, 2 {0 :blood-armor-antipaladin-, 1 :bloodshot-blood-}, 3 {0 :animate-dead, 1 :vampiric-touch}, 4 {0 :blight, 1 :freedom-of-movement}, 5 {0 :insect-plague, 1 :seeming}}, :traits [{:description "Your Divine Smite is permanently altered to deal necrotic damage, and to deal extra damage against celestials and good-aligned fey and dragons. This change also applies to your Improved Divine Smite ability.", :level 2, :name "Unholy Smite"} {:description "As an action, one creature you see within 60 ft must make a Wisdom saving throw, unless it is immune to being stunned. Celestials and Good fey have disadvantage on the saving throw. On a failure, the creature is stunned for 1 minute or until it takes damage.", :level 3, :name "Channel Divinity: Overawe Enemy"} {:description "As a bonus action, you indicate one creature within 10 ft of you. All unintelligent undead below CR 1 who can see the creature become compelled to pursue and attack it for 1 minute or until the target reaches 0 HP.", :level 3, :name "Channel Divinity: Mark of the Funeral Feast"} {:description "You and allies within 10 ft of you cannot be turned while you're conscious. At 18th level, the radius becomes 30 ft.", :level 7, :name "Aura of the Unrepentant"} {:description "If you start your turn with < 1/2 your max HP, you regain 5 HP. If you take fire or radiant damage, this trait doesn't function at the start of your next turn.", :level 15, :name "Tenacious Life"} {:description "You have advantage on saving throws against spells and other magical effects. In addition, if you are killed, you rise from the grave 1d4 days later as a Death Knight (speak to your DM for implementation)", :level 20, :name "Undying Sentinel"} {:description "By embracing the dark Oath of the Giving Grave, you can learn spells with the (Antipaladin) tag.", :level 3, :name "Antipaladin"}]}, :school-of-blood-magic {:class :wizard, :key :school-of-blood-magic, :level-modifiers [{:level 2, :type :skill-prof, :value :medicine}], :name "School of Blood Magic", :option-pack "KPDM 12 - Blood and Doom", :traits [{:description "The gold and time you spend to copy a blood magic spell into your spellbook is halved. When you are subjected to a disease or poison effect that allows you to make a Constitution saving throw to take only 1/2 damage.", :level 2, :name "Blood Savant"} {:description "You can ingest the blood of another creature, which stuns you for 1 round. During that time, you experience one of the creatures memories that shows how the blood was spilled. The older the blood, the foggier the memory. Once you've used this on a creatures blood, you can't use it on that blood again.", :level 6, :name "Blood Vision"} {:description "By exposing a fresh cut to a source of disease or poison, you can safely absorb and store it in your bloodstream, dormant. As an action, you can make a ranged spell attack to spit a stream of blood at a creature. On a hit, the target is exposed to the disease or poison and must make whatever saving throws are required. If you go three days without spitting out the contaminated blood, you are subjected to the disease or poison, and you the first two saving throws against it with disadvantage.", :level 10, :name "Absorb Impurities"} {:description "As an action, you can cause a creature that fails a Constitution saving throw to come under the effect of the Slow or the Haste spell, whichever one you choose. The creature can choose to fail the saving throw. The duration is a number of rounds = your Int modifier.", :level 14, :name "Mire of Quicken Blood"}]}, :serophage {:class :sorcerer, :key :serophage, :level-modifiers [], :name "Serophage", :option-pack "KPDM 12 - Blood and Doom", :traits [{:description "When you take bludgeoning damage, roll a d4 and subtract the result from the damage taken. At 6th level, the die increases to a d6.", :name "Strength Beneath the Skin"} {:description "Instead of moving, you can inflict 1d4 slashing damage to yourself and regain sorcery points = the damage taken. Alternatively, you get a +1 bonus to the save DC or attack roll of the next spell you cast.\nAt 12 level, the die increases to a d8 and the bonus increases to +2.", :level 6, :name "Blood Fuel"} {:description "You can draw blood from a creature who has been dead for no more that 30 minutes and has an Intelligence score of at least 5, this blood forms a number of rings around you = your Charisma modifier.\nWhen you are struck by a melee or ranged weapon attack, one of the rings absorbs 1d10 damage and disappears.\nAs an action, you can turn one ring into a spear and launch it at one enemy within 60 ft. Make a ranged spell attack. On a hit, the target takes 1d6 + your Charisma modifier magical piercing damage and must succeed a Constitution saving throw or become stunned until the start of your next turn. This expends the ring.\n", :level 14, :name "Blood Barrier"} {:description "As an action, you choose one creature within 40 ft. They must succeed a Constitution saving throw or take 2d6 necrotic damage. For every 2 points of damage dealt, you regain either 1 HP or 1 sorcery point. The effect repeats at the start of each of your turns until you end it as a free action or until the target succeeds their saving throw.", :level 18, :name "Exsanguinate"}]}}}, "Elemental Evil Player's Companion" {:orcpub.dnd.e5/races {:aarakocra {:key :aarakocra, :speed 25, :name "Aarakocra", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Elemental Evil Player's Companion", :languages #{"Common" "Aarakocra" "Auran"}, :props {:flying-speed 50}, :traits [{:name "Flight", :description "You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor."} {:name "Talons", :description "You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit."}]}, :genasi {:size :medium, :speed 30, :languages #{"Common" "Primordial"}, :traits [], :option-pack "Elemental Evil Player's Companion", :name "Genasi", :key :genasi, :abilities {:orcpub.dnd.e5.character/con 2}}, :goliath {:key :goliath, :speed 30, :name "Goliath", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Elemental Evil Player's Companion", :languages #{"Giant" "Common"}, :disabled? true, :props {:skill-prof {:athletics true}}, :traits [{:name "Stone’s Endurance", :description "You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest."} {:name "Powerful Build", :description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."} {:name "Mountain Born", :description "You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide."}]}, :genasi- {:key :genasi-, :speed 30, :name "Genasi ", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2}, :size :medium, :option-pack "Elemental Evil Player's Companion", :languages #{"Primordial" "Common"}, :traits []}}, :orcpub.dnd.e5/feats {:svirfneblin-magic {:ability-increases #{}, :prereqs #{}, :option-pack "Elemental Evil Player's Companion", :name "Svirfneblin Magic", :description "Requires: Gnome (Deep/Svirfneblin) only\nYou have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetectionon yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest", :key :svirfneblin-magic, :path-prereqs {:race {:gnome true}}}}, :orcpub.dnd.e5/subraces {:air-genasi {:race :genasi, :traits [{:name "Unending Breath", :description "You can hold your breath indefinitely while you’re not incapacitated."} {:name "Mingle with the Wind", :description "You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell."}], :option-pack "Elemental Evil Player's Companion", :name "Air Genasi", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :air-genasi, :spells [{:value {:ability :con, :level 2, :key :levitate}}]}, :fire-genasi {:key :fire-genasi, :race :genasi, :name "Fire Genasi", :darkvision 60, :spells [{:value {:key :produce-flame, :ability :con}} {:level 3, :value {:level 1, :key :burning-hands, :ability :con}}], :abilities {:orcpub.dnd.e5.character/int 1}, :option-pack "Elemental Evil Player's Companion", :props {:damage-resistance {:fire true}}, :traits [{:description "You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.", :name "Reach to the Blaze"}]}, :water-genasi {:race :genasi, :traits [{:name "Amphibious", :description "You can breathe air and water."} {:name "Swim", :description "You have a swimming speed of 30 feet."} {:name "Call to the Wave", :description "You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells."}], :option-pack "Elemental Evil Player's Companion", :abilities {:orcpub.dnd.e5.character/wis 1}, :name "Water Genasi", :props {:damage-resistance {:acid true}}, :key :water-genasi, :spells [{:value {:ability :con, :key :shape-water}} {:value {:level 1, :ability :con, :key :create-or-destroy-water}, :level 3}]}, :earth-genasi {:race :genasi, :traits [{:name "Earth Walk", :description "You can move across difficult terrain made of earth or stone without expending extra movement."} {:name "Merge with Stone", :description "You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell."}], :option-pack "Elemental Evil Player's Companion", :name "Earth Genasi", :abilities {:orcpub.dnd.e5.character/str 1}, :key :earth-genasi, :spells [{:value {:ability :orcpub.dnd.e5.character/con, :level 2, :key :pass-without-trace}}]}, :deep-gnome-svirfneblin- {:race :gnome, :traits [{:description "You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.", :name "Stone Camouflage."} {:name "Extra Language", :description "You can speak, read, and write Undercommon."}], :name "Deep Gnome (Svirfneblin)", :option-pack "Elemental Evil Player's Companion", :abilities {:orcpub.dnd.e5.character/dex 1}, :darkvision 120, :key :deep-gnome-svirfneblin-, :disabled? true}}, :orcpub.dnd.e5/spells {:whirlwind {:description "A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-footradius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.\nA restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.", :key :whirlwind, :school "evocation", :name "Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Elemental Evil Player's Companion", :components {:material-component "a piece of straw", :verbal true, :material true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.", :key :whirlwind, :school "evocation", :name "Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Elemental Evil Player's Companion", :components {:material-component "a piece of straw", :verbal true, :material true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "300 feet"}], :casting-time "1 action", :spell-lists {:druid true, :wizard true, :sorcerer true}, :range "300 feet"}, :shape-water {:description "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\n• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.\n• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n• You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n• You freeze the water, provided that there are no crea-tures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :shape-water, :school "transmutation", :name "Shape Water", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Elemental Evil Player's Companion", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :elemental-bane {:description "Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", :key :elemental-bane, :school "transmutation", :name "Elemental Bane", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:wizard true, :warlock true, :druid true}, :range "90 feet"}, :skywrite {:description "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.", :key :skywrite, :school "transmutation", :name "Skywrite", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :ritual true, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.", :key :skywrite, :school "transmutation", :name "Skywrite", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :bard true, :wizard true}, :range "Sight"}], :casting-time "1 action (ritual)", :spell-lists {:druid true, :bard true, :wizard true}, :range "Sight"}, :melf-s-minute-meteors {:description "You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.", :key :melf-s-minute-meteors, :school "evocation", :name "Melf’s Minute Meteors", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil Player's Companion", :components {:material-component "niter, sulfur, and pine tar formed into a bead", :material true, :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "Self"}, :frostbite {:description "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :frostbite, :school "evocation", :name "Frostbite", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :druid true, :warlock true, :wizard true}, :range "60 feet"}, :dust-devil {:description "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.\nAny creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.\nAs a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :dust-devil, :school "conjuration", :name "Dust Devil", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true, :material true, :material-component "a pinch of dust"}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :earth-tremor {:description "You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :earth-tremor, :school "evocation", :name "Earth Tremor", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :earth-tremor, :school "evocation", :name "Earth Tremor", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "Self (10-foot radius)"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true, :bard true}, :range "10 feet"}, :beast-bond {:description "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.", :key :beast-bond, :school "divination", :name "Beast Bond", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "Elemental Evil Player's Companion", :components {:material-component "a bit of fur wrapped in a cloth", :material true, :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :transmute-rock {:description "You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.\nTransmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.\nThe ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTransmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by 23 Chapter 2 | Spells succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.", :key :transmute-rock, :school "transmutation", :name "Transmute Rock", :duration "Until dispelled", :level 5, :option-pack "Elemental Evil Player's Companion", :components {:material-component "clay and water", :verbal true, :material true, :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.\n\nTransmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration.\nIf you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nTransmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.", :key :transmute-rock, :school "transmutation", :name "Transmute Rock", :duration "Instantaneous", :level 5, :option-pack "Elemental Evil Player's Companion", :components {:material-component "clay and water", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}], :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}, :thunderclap {:description "You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school "evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil Player's Companion", :components {:somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school "evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil Player's Companion", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self (5-foot radius)"}], :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :storm-sphere {:description "A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.", :key :storm-sphere, :school "evocation", :name "Storm Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :investiture-of-ice {:description "Until the spell ends, ice rimes your body, and you gain the following benefits:\n• You are immune to cold damage and have resistance to fire damage.\n• You can move across difficult terrain created by ice or snow without spending extra movement.\n• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", :key :investiture-of-ice, :school "transmutation", :name "Investiture of Ice", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:wizard true, :warlock true, :sorcerer true, :druid true}, :range "Self"}, :ice-knife {:description "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", :key :ice-knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil Player's Companion", :components {:material true, :material-component "a drop of water or piece of ice", :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", :key :ice-knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil Player's Companion", :components {:material true, :material-component "a drop of water or piece of ice", :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :snilloc-s-snowball-swarm {:description "A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", :key :snilloc-s-snowball-swarm, :school "evocation", :name "Snilloc’s Snowball Swarm", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true, :material true, :material-component "a piece of ice or a small white rock chip"}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}, :control-winds {:description "You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.\nGusts: A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\nDowndraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.\nUpdraft: You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.", :key :control-winds, :school "transmutation", :name "Control Winds", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "300 feet"}, :watery-sphere {:description "You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.\nAny creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.\nThe sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.", :key :watery-sphere, :school "conjuration", :name "Watery Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil Player's Companion", :components {:material true, :material-component "a droplet of water", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.\nAny creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.\nThe sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.", :key :watery-sphere, :school "conjuration", :name "Watery Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil Player's Companion", :components {:material true, :material-component "a droplet of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "90 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "90 feet"}, :magic-stone {:description "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.\nIf you cast this spell again, the spell ends on any pebbles still affected by your previous casting.", :key :magic-stone, :school "transmutation", :name "Magic Stone", :duration "1 minute", :level 0, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.\nIf you cast this spell again, the spell ends early on any pebbles still affected by it", :key :magic-stone, :school "transmutation", :name "Magic Stone", :duration "1 minute", :level 0, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 bonus action", :spell-lists {:druid true, :warlock true}, :range "Touch"}], :casting-time "1 bonus action", :spell-lists {:druid true, :warlock true}, :range "Touch"}, :abi-dalzims-horrid-wilting {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.\nNonmagical plants in the area that are n't creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true, :material true, :material-component "a bit of sponge"}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.\nNonmagical plants in the area that are n't creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Xanathars Guide to Everything (arandomstringofnum#2919)", :components {:verbal true, :somatic true, :material true, :material-component "a bit of sponge"}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :control-flames {:description "You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:\n• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.\n• You instantaneously extinguish the flames within the cube.\n• You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.\n• You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :control-flames, :school "transmutation", :name "Control Flames", :duration "Instantaneous or 1 hour ", :level 0, :option-pack "Elemental Evil Player's Companion", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :pyrotechnics {:description "Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.\nFireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\nSmoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.", :key :pyrotechnics, :school "transmutation", :name "Pyrotechnics", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.\nFireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\nSmoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.", :key :pyrotechnics, :school "transmutation", :name "Pyrotechnics", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "60 feet"}], :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "60 feet"}, :wall-of-sand {:description "You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.", :key :wall-of-sand, :school "evocation", :name "Wall of Sand", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil Player's Companion", :components {:material true, :material-component "a handful of sand", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "90 feet"}, :maelstrom {:description "A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.", :key :maelstrom, :school "evocation", :name "Maelstrom", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Elemental Evil Player's Companion", :components {:material-component "paper or leaf in the shape of a funnel", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :wall-of-water {:description "You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.\nAny ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.", :key :wall-of-water, :school "evocation", :name "Wall of Water", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil Player's Companion", :components {:material-component "a drop of water", :verbal true, :material true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :maximilian-s-earthen-grasp {:description "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.\nAs an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.", :key :maximilian-s-earthen-grasp, :school "transmutation", :name "Maximilian’s Earthen Grasp", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil Player's Companion", :components {:material-component "a miniature hand sculpted from clay", :verbal true, :somatic true, :material true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.\nAs an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.", :key :maximilian-s-earthen-grasp, :school "transmutation", :name "Maximilian’s Earthen Grasp", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil Player's Companion", :components {:material-component "a miniature hand sculpted from clay", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "30 feet"}], :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "30 feet"}, :earthbind {:description "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.", :key :earthbind, :school "transmutation", :name "Earthbind", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil Player's Companion", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.", :key :earthbind, :school "transmutation", :name "Earthbind", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil Player's Companion", :components {:verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}, :tidal-wave {:description "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration "Instantaneous", :level 3, :option-pack "Elemental Evil Player's Companion", :components {:material-component "a drop of water", :verbal true, :somatic true, :material true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration "Instantaneous", :level 3, :option-pack "Elemental Evil Player's Companion", :components {:material-component "a drop of water", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}], :casting-time "1 action", :spell-lists {:druid true, :wizard true, :sorcerer true}, :range "120 feet"}, :bones-of-the-earth {:description "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot diameter portion of the area requires at least 1 minute to clear by hand.\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.\nIf a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.", :key :bones-of-the-earth, :school "transmutation", :name "Bones of the Earth", :duration "Instantaneous", :level 6, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.\nIf a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.\nAt Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.", :key :bones-of-the-earth, :school "transmutation", :name "Bones of the Earth", :duration "Instantaneous", :level 6, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}], :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :create-bonfire {:description "You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.\nThe bonfire ignites flammable objects in its area that aren’t being worn or carried.\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :create-bonfire, :school "conjuration", :name "Create Bonfire", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :create-bonfire, :school "conjuration", :name "Create Bonfire", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :warding-wind {:description "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:\n• It deafens you and other creatures in its area.\n• It extinguishes unprotected flames in its area that are torch-sized or smaller.\n• It hedges out vapor, gas, and fog that can be dispersed by strong wind.\n• The area is difficult terrain for creatures other than you.\n• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.", :key :warding-wind, :school "evocation", :name "Warding Wind", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "Elemental Evil Player's Companion", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.\nThe wind has the following effects:\n• It deafens you and other creatures in its area.\n• It extinguishes unprotected flames in its area that are torch-sized or smaller.\n• The area is difficult terrain for creatures other than you.\n• The attack rolls of ranged weapon attacks have disad-vantage if they pass in or out of the wind.\n• It hedges out vapor, gas, and fog that can be dispersed by strong wind.", :key :warding-wind, :school "evocation", :name "Warding Wind", :duration "1 action", :level 2, :option-pack "Elemental Evil Player's Companion", :components {:verbal true}, :casting-time "Concentration, up to 10 minutes", :spell-lists {:bard true, :druid true, :sorcerer true}, :range "Self"}], :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :wizard true}, :range "Self"}, :flame-arrows {:description "You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.", :key :flame-arrows, :school "transmutation", :name "Flame Arrows", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Elemental Evil Player's Companion", :components {:somatic true, :verbal true, :material-component ""}, :casting-time "1 action", :spell-lists {:druid true, :ranger true, :sorcerer true, :wizard true}, :range "Touch"}, :absorb-elements {:description "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", :key :absorb-elements, :school "abjuration", :name "Absorb Elements", :duration "1 round", :level 1, :option-pack "Elemental Evil Player's Companion", :components {:somatic true}, :casting-time "1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :vitriolic-sphere {:description "You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.", :key :vitriolic-sphere, :school "evocation", :name "Vitriolic Sphere", :duration "Instantaneous", :level 4, :option-pack "Elemental Evil Player's Companion", :components {:material-component "a drop of giant slug bile", :verbal true, :somatic true, :material true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.", :key :vitriolic-sphere, :school "evocation", :name "Vitriolic Sphere", :duration "Instantaneous", :level 4, :option-pack "Elemental Evil Player's Companion", :components {:material-component "a drop of giant slug bile", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :aganazzar-s-scorcher {:description "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :aganazzar-s-scorcher, :school "evocation", :name "Aganazzar’s Scorcher", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true, :material true, :material-component "a red dragon’s scale"}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "30 feet"}, :mold-earth {:description "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\n• If you target an area of loose earth, you can instan-taneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.\n• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shap-ing patterns. The changes last for 1 hour.\n• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :mold-earth, :school "transmutation", :name "Mold Earth", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Elemental Evil Player's Companion", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :catapult {:description "Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", :key :catapult, :school "transmutation", :name "Catapult", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil Player's Companion", :components {:somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", :key :catapult, :school "transmutation", :name "Catapult", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil Player's Companion", :components {:somatic true}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "150 feet"}], :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "60 feet"}, :investiture-of-wind {:description "Until the spell ends, wind whirls around you, and you gain the following benefits:\n• Ranged weapon attacks made against you have disad-vantage on the attack roll.\n• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can some-how prevent it.\n• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", :key :investiture-of-wind, :school "transmutation", :name "Investiture of Wind", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :erupting-earth {:description "Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.", :key :erupting-earth, :school "transmutation", :name "Erupting Earth", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true, :material true, :material-component "a piece of obsidian"}, :casting-time "1 action", :spell-lists {:wizard true, :warlock false, :druid true, :sorcerer true}, :range "120 feet"}, :investiture-of-stone {:description "Until the spell ends, bits of rock spread across your body, and you gain the following benefits:\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\n• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", :key :investiture-of-stone, :school "transmutation", :name "Investiture of Stone", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil Player's Companion", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Until the spell ends, bits of rock spread across your body, and you gain the following benefits:\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", :key :investiture-of-stone, :school "transmutation", :name "Investiture of Stone", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil Player's Companion", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :primordial-ward {:description "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.\nWhen you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.", :key :primordial-ward, :school "abjuration", :name "Primordial Ward", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :investiture-of-flame {:description "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:\n• You are immune to fire damage and have resistance to cold damage.\n• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", :key :investiture-of-flame, :school "transmutation", :name "Investiture of Flame", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil Player's Companion", :casting-time "1 action", :spell-lists {:wizard true, :warlock true, :sorcerer true, :druid true}, :range "Self"}, :immolation {:description "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.\nIf damage from this spell kills a target, the target is turned to ash.", :key :immolation, :school "evocation", :name "Immolation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Elemental Evil Player's Companion", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.\nIf damage from this spell reduces a target to 0 hit points, the target is turned to ash.", :key :immolation, :school "evocation", :name "Immolation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Elemental Evil Player's Companion", :components {:verbal true}, :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "90 feet"}], :casting-time "1 action", :spell-lists {:wizard true, :sorcerer true}, :range "90 feet"}, :gust {:description "You seize the air and compel it to create one of the following effects at a point you can see within range:\n• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.\n• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", :key :gust, :school "transmutation", :name "Gust", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil Player's Companion", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}}, :orcpub.dnd.e5/backgrounds {}, :orcpub.dnd.e5/languages {:aarakocra {:option-pack "Elemental Evil Player's Companion", :name "Aarakocra", :key :aarakocra}, :auran {:option-pack "Elemental Evil Player's Companion", :name "Auran", :key :auran}}, :orcpub.dnd.e5/subclasses {}}, "Player's Handbook" {:orcpub.dnd.e5/backgrounds {:noble {:equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :key :noble, :name "Noble", :option-pack "Player's Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :persuasion true}, :tool-options {:gaming-set 1}}, :traits [{:description "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.", :name "Position of Privilege", :summary "Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to."} {:description "You possess a scroll of pedigree. Enter this manually as a custom item.", :name "Equipment"}], :treasure {:gp 25}}, :guild-artisan {:equipment {:clothes-traveler-s 1, :pouch 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :guild-artisan, :name "Guild Artisan", :option-pack "Player's Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:insight true, :persuasion true}, :tool-options {:artisans-tool 1}}, :traits [{:description "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.\nYou must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. ", :name "Guild Membership", :summary "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\n\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. "} {:name "Equipment", :description "You possess a letter of introduction from your guild. Enter this manually as a custom item."}], :treasure {:gp 15}}, :spy {:equipment {:clothes-common 1, :crowbar 1, :pouch 1}, :key :spy, :name "Spy", :option-pack "Player's Handbook", :profs {:skill {:deception true, :stealth true}, :tool {:thieves-tools true}, :tool-options {:gaming-set 1}}, :traits [{:description "You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. ", :name "Criminal Contact"}], :treasure {:gp 15}}, :outlander {:equipment {:clothes-traveler-s 1, :hunting-trap 1, :pouch 1}, :key :outlander, :name "Outlander", :option-pack "Player's Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:athletics true, :survival true}, :tool-options {:musical-instrument 1}}, :traits [{:description "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth", :name "Wanderer", :summary "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. "} {:name "Equipment", :description "You possess a staff and a trophy from an animal you killed. Enter these manually as custom items."}], :treasure {:gp 10}}, :urchin {:equipment {:clothes-common 1, :knife-small 1, :pouch 1}, :key :urchin, :name "Urchin", :option-pack "Player's Handbook", :profs {:skill {:sleight-of-hand true, :stealth true}, :tool {:disguise-kit true, :thieves-tools true}}, :traits [{:description "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow", :name "City Secrets", :summary "You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. "} {:name "Equipment", :description "You possess a map of the city you grew up in, a pet mouse, and a token to remember your parents by. Enter these manually as custom items."}], :treasure {:gp 10}}, :entertainer {:equipment {:clothes-costume 1, :pouch 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :key :entertainer, :name "Entertainer", :option-pack "Player's Handbook", :profs {:skill {:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options {:musical-instrument 1}}, :traits [{:description "You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.", :name "By Popular Demand"} {:description "You possess the favor of an admirer. Choose whether this is a love letter, lock of hair, or trinket. Enter this manually as a custom item.", :name "Equipment"}], :treasure {:gp 15}}, :sage {:equipment {:clothes-common 1, :ink 1, :knife-small 1, :bottle-glass 1, :ink-pen 1, :pouch 1}, :key :sage, :name "Sage", :option-pack "Player's Handbook", :profs {:language-options {:choose 2, :options {:any true}}, :skill {:arcana true, :history true}}, :traits [{:description "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.", :name "Researcher", :summary "When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. "} {:description "You possess a letter from a dead colleague posing a question you have not yet been able to answer. Enter this manually as a custom item.", :name "Equipment"}], :treasure {:gp 10}}, :gladiator {:equipment {:clothes-costume 1, :pouch 1}, :equipment-choices (), :key :gladiator, :name "Gladiator", :option-pack "Player's Handbook", :profs {:skill {:acrobatics true, :performance true}, :tool {:disguise-kit true}, :tool-options {}}, :traits [{:description "You can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.", :name "By Popular Demand"} {:description "You possess an inexpensive but unusual weapon, such as a trident or net (one of your choice), and the favor of an admirer (a love letter, lock of hair, or trinket). Enter the weapon manually from the weapons menu. Enter the favor manually as a custom item.", :name "Equipment"}], :treasure {:gp 15}}, :folk-hero {:equipment {:clothes-common 1, :pot-iron 1, :shovel 1, :pouch 1}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :folk-hero, :name "Folk Hero", :option-pack "Player's Handbook", :profs {:skill {:animal-handling true, :survival true}, :tool {:land-vehicles true}, :tool-options {:artisans-tool 1}}, :traits [{:description "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.", :name "Rustic Hospitality", :summary "Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. "}], :treasure {:gp 10}}, :sailor {:equipment {:clothes-common 1, :rope-silk 1, :pouch 1}, :key :sailor, :name "Sailor", :option-pack "Player's Handbook", :profs {:skill {:athletics true, :perception true}, :tool {:navigators-tools true, :water-vehicles true}}, :traits [{:description "When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. ", :name "Ship's Passage", :summary "When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. "} {:description "You possess a belaying pin (club), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5). Enter these manually as custom items.", :name "Equipment"}], :treasure {:gp 10}}, :hermit {:equipment {:blanket 1, :case-map-or-scroll 1, :clothes-common 1, :herbalism-kit 1}, :key :hermit, :name "Hermit", :option-pack "Player's Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:medicine true, :religion true}, :tool {:herbalism-kit true}}, :traits [{:description "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.\n\nWork with your DM to determine the details of your discovery and its impact on the campaign.", :name "Discovery", :summary "The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign."}], :treasure {:gp 5}}, :pirate {:equipment {:clothes-common 1, :rope-silk 1, :pouch 1}, :key :pirate, :name "Pirate", :option-pack "Player's Handbook", :profs {:skill {:athletics true, :perception true}, :tool {:navigators-tools true, :water-vehicles true}}, :traits [{:description "No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.", :name "Bad Reputation"} {:name "Equipment", :description "You possess a belaying pin (club), and a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5). Enter these manually as custom items."}], :treasure {:gp 10}}, :guild-merchant {:equipment {:clothes-traveler-s 1, :pouch 1}, :equipment-choices (), :key :guild-merchant, :name "Guild Merchant", :option-pack "Player's Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:insight true, :persuasion true}, :tool-options {}}, :traits [{:description "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.\nYou must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. ", :name "Guild Membership", :summary "As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.\n\nGuilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. "} {:name "Equipment", :description "You possess a set of artisans tools of your choice or a mule and cart. You also possess a letter of introduction from your guild. If you choose the artisan's tools enter them manually in the equipment section. Enter the rest manually as custom items."} {:name "Skill Proficiency", :description "You are proficient with artisan's tools, navigator's tools or an additional language. Enter this manually."}], :treasure {:gp 15}}, :soldier {:equipment {:clothes-common 1, :pouch 1}, :key :soldier, :name "Soldier", :option-pack "Player's Handbook", :profs {:skill {:athletics true, :intimidation true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :traits [{:description "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.", :name "Military Rank", :summary "You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. "} {:description "You possess an insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), and a bone dice set or playing card set. Enter these manually as custom items.", :name "Equipment"}], :treasure {:gp 10}}, :charlatan {:equipment {:clothes-fine 1, :disguise-kit 1, :pouch 1}, :key :charlatan, :name "Charlatan", :option-pack "Player's Handbook", :profs {:skill {:deception true, :sleight-of-hand true}, :tool {:disguise-kit true, :forgery-kit true}}, :traits [{:description "You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.", :name "False Identity"} {:description "You possess the tools of the con of your choice. Choose from the following and add it to your inventory manually.\n\n- ten stoppered bottles filled with colored liquid\n- a set of weighted dice\n- a deck of marked cards\n- a signet ring of an imaginary duke", :name "Equipment"}], :treasure {:gp 15}}, :criminal {:equipment {:clothes-common 1, :crowbar 1, :pouch 1}, :key :criminal, :name "Criminal", :option-pack "Player's Handbook", :profs {:skill {:deception true, :stealth true}, :tool {:thieves-tools true}, :tool-options {:gaming-set 1}}, :traits [{:description "You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. ", :name "Criminal Contact"}], :treasure {:gp 15}}, :knight {:equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :key :knight, :name "Knight", :option-pack "Player's Handbook", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:history true, :persuasion true}, :tool-options {:gaming-set 1}}, :traits [{:description "You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. One of your retainers is a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood (This person could be your bond.). Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).\n\nYour retainers can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.", :name "Retainers", :summary "If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. "} {:name "Equipment", :description "You possess a banner or other token from a noble lord or lady to whom you have given your heart and a scroll of pedigree. Enter these manually as custom items."}], :treasure {:gp 25}}}, :orcpub.dnd.e5/feats {:elemental-adept {:ability-increases #{}, :description "When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.\n\nSpells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.\n\nYou can select this feat multiple times. Each time you do so, you must choose a different damage type.", :key :elemental-adept, :name "Elemental Adept", :option-pack "Player's Handbook", :prereqs #{:spellcasting}}, :charger {:ability-increases #{}, :description "When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.\n\nIf you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).", :key :charger, :name "Charger", :option-pack "Player's Handbook", :prereqs #{}}, :sentinel {:ability-increases #{}, :description "You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:\n\nWhen you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.\n\nCreatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.\n\nWhen a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.", :key :sentinel, :name "Sentinel", :option-pack "Player's Handbook", :prereqs #{}}, :mounted-combatant {:ability-increases #{}, :description "You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:\n\nYou have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.\n\nYou can force an attack targeted at your mount to target you instead.\n\nIf your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", :key :mounted-combatant, :name "Mounted Combatant", :option-pack "Player's Handbook", :prereqs #{}}, :linguist {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You have studied languages and codes, gaining the following benefits:\n\nYou learn three languages of your choice.\n\nYou can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.", :key :linguist, :name "Linguist", :option-pack "Player's Handbook", :prereqs #{}, :props {:language-choice 3}}, :martial-adept {:ability-increases #{}, :description "You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:\n\nYou learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).\n\nYou gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.", :key :martial-adept, :name "Martial Adept", :option-pack "Player's Handbook", :prereqs #{}}, :medium-armor-master {:ability-increases #{}, :description "You have practiced moving in medium armor to gain the following benefits:\n\nWearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.\nWhen you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.", :key :medium-armor-master, :name "Medium Armor Master", :option-pack "Player's Handbook", :prereqs #{:medium}, :props {:medium-armor-max-dex-3 true, :medium-armor-stealth true}}, :shield-master {:ability-increases #{}, :description "You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:\n\nIf you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.\n\nIf you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.\n\nIf you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.", :key :shield-master, :name "Shield Master", :option-pack "Player's Handbook", :prereqs #{}}, :tough {:ability-increases #{}, :description "Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.", :key :tough, :name "Tough", :option-pack "Player's Handbook", :prereqs #{}, :props {:max-hp-bonus 2}}, :resilient {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/wis :saves?}, :description "Choose one ability score. You gain the following benefits:\n\nIncrease the chosen ability score by 1, to a maximum of 20.\n\nYou gain proficiency in saving throws using the chosen ability.", :key :resilient, :name "Resilient", :option-pack "Player's Handbook", :prereqs #{}}, :sharpshooter {:ability-increases #{}, :description "You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:\n\nAttacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.\n\nYour ranged weapon attacks ignore half cover and three-quarters cover.\n\nBefore you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.", :key :sharpshooter, :name "Sharpshooter", :option-pack "Player's Handbook", :prereqs #{}}, :magic-initiate {:ability-increases #{}, :description "Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.\n\nIn addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.\n\nYour spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.", :key :magic-initiate, :name "Magic Initiate", :option-pack "Player's Handbook", :prereqs #{}, :props {:attack-spell false, :magic-novice true}}, :heavy-armor-master {:ability-increases #{:orcpub.dnd.e5.character/str}, :description "You can use your armor to deflect strikes that would kill others. You gain the following benefits:\n\nWhile you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.", :key :heavy-armor-master, :name "Heavy Armor Master", :option-pack "Player's Handbook", :prereqs #{:heavy :orcpub.dnd.e5.character/str}}, :heavily-armored {:ability-increases #{:orcpub.dnd.e5.character/str}, :description "You have trained to master the use of heavy armor.", :key :heavily-armored, :name "Heavily Armored", :option-pack "Player's Handbook", :prereqs #{:medium}, :props {:armor-prof {:heavy true}}}, :alert {:ability-increases #{}, :description "You can’t be surprised while you are conscious.\n\nOther creatures don't gain advantage on attack rolls against you as a result of being unseen by you.", :key :alert, :name "Alert", :option-pack "Player's Handbook", :prereqs #{}, :props {:initiative 5}}, :savage-attacker {:ability-increases #{}, :description "Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.", :key :savage-attacker, :name "Savage Attacker", :option-pack "Player's Handbook", :prereqs #{}}, :ritual-caster-int-based- {:ability-increases #{}, :description "You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.\n\nWhen you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.\n\nIf you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.", :key :ritual-caster-int-based-, :name "Ritual Caster (INT Based)", :option-pack "Player's Handbook", :prereqs #{:orcpub.dnd.e5.character/int}, :props {:ritual-casting true}}, :dungeon-delver {:ability-increases #{}, :description "You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.\n\nYou have advantage on saving throws made to avoid or resist traps.\n\nYou have resistance to the damage dealt by traps.\n\nYou can search for traps while traveling at a normal pace, instead of only at a slow pace.", :key :dungeon-delver, :name "Dungeon Delver", :option-pack "Player's Handbook", :prereqs #{}, :props {:damage-resistance {:traps true}, :saving-throw-advantage-traps true}}, :ritual-caster-wis-based- {:ability-increases #{}, :description "You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.\n\nWhen you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.\n\nIf you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.", :key :ritual-caster-wis-based-, :name "Ritual Caster (WIS Based)", :option-pack "Player's Handbook", :prereqs #{:orcpub.dnd.e5.character/wis}, :props {:ritual-casting true}}, :moderately-armored {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "You have trained to master the use of medium armor and shields, gaining the following benefits:\n\nYou gain proficiency with medium armor and shields.", :key :moderately-armored, :name "Moderately Armored", :option-pack "Player's Handbook", :prereqs #{:light}, :props {:armor-prof {:medium true, :shields true}}}, :great-weapon-master- {:ability-increases #{}, :description "You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:\n\nOn your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.\n\nBefore you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.", :key :great-weapon-master-, :name "Great Weapon Master ", :option-pack "Player's Handbook", :prereqs #{}}, :defensive-duelist {:ability-increases #{}, :description "When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.", :key :defensive-duelist, :name "Defensive Duelist", :option-pack "Player's Handbook", :prereqs #{:orcpub.dnd.e5.character/dex}}, :inspiring-leader {:ability-increases #{}, :description "You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.", :key :inspiring-leader, :name "Inspiring Leader", :option-pack "Player's Handbook", :prereqs #{:orcpub.dnd.e5.character/cha}}, :weapon-master {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "You have practiced extensively with a variety of weapons, gaining the following benefits:\n\nYou gain proficiency with four simple or martial weapons of your choice.", :key :weapon-master, :name "Weapon Master", :option-pack "Player's Handbook", :prereqs #{}, :props {:weapon-prof-choice 4}}, :keen-mind {:ability-increases #{:orcpub.dnd.e5.character/int}, :description "You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:\n\nYou always know which way is north.\n\nYou always know the number of hours left before the next sunrise or sunset.\n\nYou can accurately recall anything you have seen or heard within the past month.", :key :keen-mind, :name "Keen Mind", :option-pack "Player's Handbook", :prereqs #{}}, :skilled {:ability-increases #{}, :description "You gain proficiency in any combination of three skills or tools of your choice.", :key :skilled, :name "Skilled", :option-pack "Player's Handbook", :prereqs #{}, :props {:skill-tool-choice 3}}, :mage-slayer {:ability-increases #{}, :description "You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:\n\nWhen a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.\n\nWhen you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.\n\nYou have advantage on saving throws against spells cast by creatures within 5 feet of you.", :key :mage-slayer, :name "Mage Slayer", :option-pack "Player's Handbook", :prereqs #{}}, :skulker {:ability-increases #{}, :description "You are expert at slinking through shadows. You gain the following benefits:\n\nYou can try to hide when you are lightly obscured from the creature from which you are hiding.\n\nWhen you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.\n\nDim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.", :key :skulker, :name "Skulker", :option-pack "Player's Handbook", :prereqs #{:orcpub.dnd.e5.character/dex}}, :lucky {:ability-increases #{}, :description "You have inexplicable luck that seems to kick in at just the right moment.\n\nYou have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.\n\nYou can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.\n\nYou regain your expended luck points when you finish a long rest.", :key :lucky, :name "Lucky", :option-pack "Player's Handbook", :prereqs #{}}, :observant {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :description "Quick to notice details of your environment, you gain the following benefits:\n\nIf you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.\n\nYou have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.", :key :observant, :name "Observant", :option-pack "Player's Handbook", :prereqs #{}, :props {:passive-investigation-5 true, :passive-perception-5 true}}, :tavern-brawler {:ability-increases #{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:\n\nYou are proficient with improvised weapons.\n\nYour unarmed strike uses a d4 for damage.\n\nWhen you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.", :key :tavern-brawler, :name "Tavern Brawler", :option-pack "Player's Handbook", :prereqs #{}, :props {:improvised-weapons-prof true}}, :mobile {:ability-increases #{}, :description "You are exceptionally speedy and agile. You gain the following benefits:\n\nYour speed increases by 10 feet.\n\nWhen you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.\n\nWhen you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.", :key :mobile, :name "Mobile", :option-pack "Player's Handbook", :prereqs #{}, :props {:speed 10}}, :lightly-armored {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "You have trained to master the use of light armor, gaining the following benefits:\n\nYou gain proficiency with light armor.", :key :lightly-armored, :name "Lightly Armored", :option-pack "Player's Handbook", :prereqs #{}, :props {:armor-prof {:light true}}}, :polearm-master {:ability-increases #{}, :description "You can keep your enemies at bay with reach weapons. You gain the following benefits:\n\nWhen you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the main attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.\n\nWhile you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.", :key :polearm-master, :name "Polearm Master", :option-pack "Player's Handbook", :prereqs #{}}, :healer {:ability-increases #{}, :description "You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:\n\nWhen you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.\n\nAs an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.", :key :healer, :name "Healer", :option-pack "Player's Handbook", :prereqs #{}}, :crossbow-expert {:ability-increases #{}, :description "Thanks to extensive practice with the crossbow, you gain the following benefits:\n\nYou ignore the loading quality of crossbows with which you are proficient.\n\nBeing within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.\n\nWhen you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.", :key :crossbow-expert, :name "Crossbow Expert", :option-pack "Player's Handbook", :prereqs #{}}, :spell-sniper {:ability-increases #{}, :description "You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:\n\nWhen you cast a spell that requires you to make an attack roll, the spell's range is doubled.\n\nYour ranged spell attacks ignore half cover and three-quarters cover.\n\nYou learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.", :key :spell-sniper, :name "Spell Sniper", :option-pack "Player's Handbook", :prereqs #{:spellcasting}, :props {:attack-spell true}}, :athlete {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "When you are prone, standing up uses only 5 feet of your movement.\n\nClimbing doesn’t cost you extra movement.\n\nYou can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.", :key :athlete, :name "Athlete", :option-pack "Player's Handbook", :prereqs #{}, :props {}}, :war-caster {:ability-increases #{}, :description "You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:\n\nYou have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.\n\nYou can perform the somatic components of spells even when you have weapons or a shield in one or both hands.\n\nWhen a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.", :key :war-caster, :name "War Caster", :option-pack "Player's Handbook", :prereqs #{:spellcasting}}, :durable {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).", :key :durable, :name "Durable", :option-pack "Player's Handbook", :prereqs #{}}, :actor {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.\n\nYou can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.", :key :actor, :name "Actor", :option-pack "Player's Handbook", :prereqs #{}}, :dual-wielder {:ability-increases #{}, :description "You master fighting with two weapons, gaining the following benefits:\n\nYou gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.\n\nYou can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.\n\nYou can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.", :key :dual-wielder, :name "Dual Wielder", :option-pack "Player's Handbook", :prereqs #{}, :props {:two-weapon-ac-1 true, :two-weapon-any-one-handed true}}}, :orcpub.dnd.e5/invocations {:sculptor-of-flesh-requires-7th-level- {:description "You can cast Polymorph once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :sculptor-of-flesh-requires-7th-level-, :name "Sculptor of Flesh (Requires: 7th level)", :option-pack "Player's Handbook", :disabled? true}, :witch-sight-requires-15th-level- {:description "You can see the true form of any shapechanger or creature concealed by Illusion or Transmutation magic while the creature is within 30 feet of you and within line of sight.", :key :witch-sight-requires-15th-level-, :name "Witch Sight (Requires: 15th level)", :option-pack "Player's Handbook", :disabled? true}, :eldritch-sight {:description "You can cast Detect Magic at will, without expending a spell slot.", :key :eldritch-sight, :name "Eldritch Sight", :option-pack "Player's Handbook", :disabled? true}, :voice-of-the-chain-master-requires-pact-of-the-chain- {:description "You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.", :key :voice-of-the-chain-master-requires-pact-of-the-chain-, :name "Voice of the Chain Master (Requires: Pact of the Chain)", :option-pack "Player's Handbook", :disabled? true}, :visions-of-distant-realms-requires-15th-level- {:description "You can cast Arcane Eye at will, without expending a spell slot.", :key :visions-of-distant-realms-requires-15th-level-, :name "Visions of Distant Realms (Requires: 15th level)", :option-pack "Player's Handbook", :disabled? true}, :master-of-myriad-forms-requires-15th-level- {:description "You can cast Alter Self at will, without expending a spell slot.", :key :master-of-myriad-forms-requires-15th-level-, :name "Master of Myriad Forms (Requires: 15th level)", :option-pack "Player's Handbook", :disabled? true}, :devils-sight {:description "You can see normally in Darkness, both magical and nonmagical, to a distance of 120 feet.", :key :devils-sight, :name "Devil's Sight", :option-pack "Player's Handbook", :disabled? true}, :mire-the-mind-requires-5th-level- {:description "You can cast slow once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :mire-the-mind-requires-5th-level-, :name "Mire the Mind (Requires: 5th level)", :option-pack "Player's Handbook", :disabled? true}, :gaze-of-two-minds {:description "You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the Duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any Special senses possessed by that creature, and you are Blinded and Deafened to your own surroundings.", :key :gaze-of-two-minds, :name "Gaze of Two Minds", :option-pack "Player's Handbook", :disabled? true}, :lifedrinker-requires-12th-level-pact-of-the-blade- {:description "When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).", :key :lifedrinker-requires-12th-level-pact-of-the-blade-, :name "Lifedrinker (Requires: 12th level, Pact of the Blade)", :option-pack "Player's Handbook", :disabled? true}, :fiendish-vigor {:description "You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material Components.", :key :fiendish-vigor, :name "Fiendish Vigor", :option-pack "Player's Handbook", :disabled? true}, :misty-visions {:description "You can cast Silent Image at will, without expending a spell slot or material Components.", :key :misty-visions, :name "Misty Visions", :option-pack "Player's Handbook", :disabled? true}, :dreadful-word-requires-7th-level- {:description "You can cast Confusion once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :dreadful-word-requires-7th-level-, :name "Dreadful Word (Requires: 7th level)", :option-pack "Player's Handbook", :disabled? true}, :eldritch-spear-requires-eldritch-blast-cantrip- {:description "When you cast Eldritch Blast, its range is 300 feet.", :key :eldritch-spear-requires-eldritch-blast-cantrip-, :name "Eldritch Spear (Requires: Eldritch Blast cantrip)", :option-pack "Player's Handbook", :disabled? true}, :otherworldly-leap-requires-9th-level- {:description "You can cast jump on yourself at will, without expending a spell slot or material Components.", :key :otherworldly-leap-requires-9th-level-, :name "Otherworldly Leap (Requires: 9th level)", :option-pack "Player's Handbook", :disabled? true}, :beast-speech {:description "You can cast speak with animals at will, without expending a spell slot.", :key :beast-speech, :name "Beast Speech", :option-pack "Player's Handbook", :disabled? true}, :one-with-shadows-requires-5th-level- {:description "When you are in an area of dim light or Darkness, you can use your action to become Invisible until you move or take an action or a reaction.", :key :one-with-shadows-requires-5th-level-, :name "One with Shadows (Requires: 5th level)", :option-pack "Player's Handbook", :disabled? true}, :agonizing-blast-requires-eldritch-blast-cantrip- {:description "When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.", :key :agonizing-blast-requires-eldritch-blast-cantrip-, :name "Agonizing Blast (Requires: Eldritch Blast cantrip)", :option-pack "Player's Handbook", :disabled? true}, :whispers-of-the-grave-requires-9th-level- {:description "You can cast Speak with Dead at will, without expending a spell slot.", :key :whispers-of-the-grave-requires-9th-level-, :name "Whispers of the Grave (Requires: 9th level)", :option-pack "Player's Handbook", :disabled? true}, :ascendent-step-requires-9th-level- {:description "You can cast levitate on yourself at will, without expending a spell slot or material components.", :key :ascendent-step-requires-9th-level-, :name "Ascendent Step (Requires: 9th level)", :option-pack "Player's Handbook", :disabled? true}, :signs-of-ill-omen-requires-5th-level- {:description "You can cast Bestow Curse once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :signs-of-ill-omen-requires-5th-level-, :name "Signs of Ill Omen (Requires: 5th level)", :option-pack "Player's Handbook", :disabled? true}, :mask-of-many-faces {:description "You can cast Disguise Self at will, without expending a spell slot.", :key :mask-of-many-faces, :name "Mask of Many Faces", :option-pack "Player's Handbook", :disabled? true}, :book-of-ancient-secrets-requires-pact-of-the-tome- {:description "You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.\n\nOn your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.", :key :book-of-ancient-secrets-requires-pact-of-the-tome-, :name "Book of Ancient Secrets (Requires: Pact of the Tome)", :option-pack "Player's Handbook", :disabled? true}, :armor-of-shadows {:description "You can cast mage armor on yourself at will, without expending a spell slot or material components.", :key :armor-of-shadows, :name "Armor of Shadows", :option-pack "Player's Handbook", :disabled? true}, :eyes-of-the-rune-keeper {:description "You can read all writing.", :key :eyes-of-the-rune-keeper, :name "Eyes of the Rune Keeper", :option-pack "Player's Handbook", :disabled? true}, :thirsting-blade-requires-5th-level-pact-of-the-blade- {:description "You can Attack with your pact weapon twice, instead of once, whenever you take the Attack action on Your Turn.", :key :thirsting-blade-requires-5th-level-pact-of-the-blade-, :name "Thirsting Blade (Requires: 5th level, Pact of the Blade)", :option-pack "Player's Handbook", :disabled? true}, :minions-of-chaos-requires-9th-level- {:description "You can cast Conjure Elemental once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :minions-of-chaos-requires-9th-level-, :name "Minions of Chaos (Requires: 9th level)", :option-pack "Player's Handbook", :disabled? true}, :thief-of-five-fates {:description "You can cast bane once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :thief-of-five-fates, :name "Thief of Five Fates", :option-pack "Player's Handbook", :disabled? true}, :chains-of-carceri-requires-15th-level-pact-of-the-chain- {:description "You can cast Hold Monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material Components. You must finish a Long Rest before you can use this invocation on the same creature again.", :key :chains-of-carceri-requires-15th-level-pact-of-the-chain-, :name "Chains of Carceri (Requires: 15th level, Pact of the Chain)", :option-pack "Player's Handbook", :disabled? true}, :repelling-blast-requires-eldritch-blast-cantrip- {:description "When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.", :key :repelling-blast-requires-eldritch-blast-cantrip-, :name "Repelling Blast (Requires: eldritch blast cantrip)", :option-pack "Player's Handbook", :disabled? true}, :beguiling-influence {:description "You gain proficiency in the Deception and Persuasion skills.", :key :beguiling-influence, :name "Beguiling Influence", :option-pack "Player's Handbook", :disabled? true}, :bewitching-whispers-requires-7th-level- {:description "You can cast Compulsion once using a warlock spell slot. You can’t do so again until you finish a Long Rest.", :key :bewitching-whispers-requires-7th-level-, :name "Bewitching Whispers (Requires: 7th level)", :option-pack "Player's Handbook", :disabled? true}}, :orcpub.dnd.e5/selections {:manuevers {:key :manuevers, :name "Manuevers", :option-pack "Player's Handbook", :options [{:description "When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. This effectively gives your ally a chance to attack on your turn, which allow for use of any turn-based benefits including Sneak Attack. ", :name "Commanding Strike"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.", :name "Disarming Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. ", :name "Distracting Strike"} {:description "When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving. ", :name "Evasive Footwork"} {:description "You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.", :name "Feinting Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn. ", :name "Goading Attack"} {:description "When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.", :name "Lunging Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. ", :name "Maneuvering Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. ", :name "Menacing Attack"} {:description "When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. ", :name "Parry"} {:description "When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. ", :name "Precision Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. ", :name "Pushing Attack"} {:description "On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. ", :name "Rally"} {:description "When a character misses you with a melee attack, you can use your reaction and expend one more superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.", :name "Riposte"} {:description "When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. ", :name "Sweeping Attack"} {:description "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large of smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. You can expend a superior die, adding the total to the damage, and force the enemy to make a Strength save, or be knocked prone.", :name "Trip Attack"}]}, :druid-cantrips {:options [{:name "Guidance", :description "You know this Cantrip"} {:name "Mending", :description "You know this Cantrip"} {:name "Control Flames", :description "You know this Cantrip"} {:name "Create Bonfire", :description "You know this Cantrip"} {:name "Druidcraft", :description "You know this Cantrip"} {:name "Frostbite", :description "You know this Cantrip"} {:name "Gust", :description "You know this Cantrip"} {:name "Infestation", :description "You know this Cantrip"} {:name "Magic Stone", :description "You know this Cantrip"} {:name "Mold Earth", :description "You know this Cantrip"} {:name "Poison Spray", :description "You know this Cantrip"} {:name "Primal Savagery", :description "You know this Cantrip"} {:name "Shape Water", :description "You know this Cantrip"} {:name "Thorn Whip", :description "You know this Cantrip"} {:name "Thunderclap", :description "You know this Cantrip"} {:name "Produce Flame", :description "You know this Cantrip"} {:name "Resistance", :description "You know this Cantrip"} {:name "Shillelagh", :description "You know this Cantrip"}], :name "Druid Cantrips", :option-pack "Player's Handbook", :key :druid-cantrips}, :student-of-war {:options [{:name "Alchemist's supplies", :description "You are proficient with Alchemist's supplies."} {:name "Brewer's supplies", :description "You are proficient with Brewer's supplies."} {:description "You are proficient with Calligrapher's supplies.", :name "Calligrapher's supplies"} {:name "Carpenter's tools", :description "You are proficient with Carpenter's tools."} {:name "Cartographer's tools", :description "You are proficient with Cartographer's tools."} {:name "Cobbler's tools", :description "You are proficient with Cobbler's tools."} {:name "Cook's utensils", :description "You are proficient with Cook's utensils."} {:name "Glassblower's tools", :description "You are proficient with Glassblower's tools."} {:name "Jeweler's tools", :description "You are proficient with Jeweler's tools."} {:name "Leatherworker's tools", :description "You are proficient with Leatherworker's tools."} {:name "Mason's tools", :description "You are proficient with Mason's tools."} {:name "Painter's supplies", :description "You are proficient with Painter's supplies."} {:name "Potter's tools", :description "You are proficient with Potter's tools."} {:name "Smith's tools", :description "You are proficient with Smith's tools."} {:name "Tinker's tools", :description "You are proficient with Tinker's tools."} {:name "Weaver's tools", :description "You are proficient with Weaver's tools."} {:name "Woodcarver's tools", :description "You are proficient with Woodcarver's tools."}], :option-pack "Player's Handbook", :name "Student of War", :key :student-of-war}, :elemental-disciplines {:options [{:description "You can spend 6 ki points to cast cone of cold.", :name "Breath of Winter (17th Level Required)"} {:description "You can spend 3 ki points to cast hold person.", :name "Clench of the North Wind (6th Level Required)"} {:description "You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:\n• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.\n• Instantaneously light or snuff out a candle, a torch, or a small campfire.\n• Chill or warm up to 1 pound of nonliving material for up to 1 hour.\n• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.", :name "Elemental Attunement"} {:description "You can spend 5 ki points to cast stoneskin, targeting yourself.", :name "Eternal Mountain Defense (17th Level Required)"} {:description "When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.", :name "Fangs of the Fire Snake"} {:description "You can spend 2 ki points to cast thunderwave.", :name "Fist of Four Thunders"} {:description "You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.", :name "Fist of Unbroken Air"} {:description "You can spend 4 ki points to cast fireball.", :name "Flames of the Phoenix (11th Level Required)"} {:description "You can spend 3 ki points to cast shatter.", :name "Gong of the Summit (6th Level Required)"} {:description "You can spend 4 ki points to cast gaseous form, targeting yourself.", :name "Mist Stance (11th Level Required)"} {:description "You can spend 4 ki points to cast fly, targeting yourself.", :name "Ride the Wind (11th Level Required)"} {:description "You can spend 5 ki points to cast wall of fire.", :name "River of Hungry Flame (17th Level Required)"} {:description "You can spend 2 ki points to cast gust of wind.", :name "Rush of the Gale Spirits"} {:description "As an action, you can spend I ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.", :name "Shape the Flowing River"} {:description "You can spend 2 ki points to cast burning hands.", :name "Sweeping Cinder Strike"} {:description "You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, phis an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.", :name "Water Whip"} {:description "You can spend 6 ki points to cast wall of stone.", :name "Wave of Rolling Earth (17th Level Required)"}], :option-pack "Player's Handbook", :name "Elemental Disciplines", :key :elemental-disciplines}, :totem-spirit {:options [{:description "While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.", :name "Bear"} {:description "While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.", :name "Eagle"} {:description "While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.", :name "Wolf"} {:description "The speed of the elk makes you extraordinarily swift. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.", :name "Elk (SCAG)"} {:description "The spirit of the tiger empowers your leaps. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.", :name "Tiger (SCAG)"}], :option-pack "Player's Handbook", :name "Totem Spirit", :key :totem-spirit}, :aspect-of-the-beast {:options [{:description "You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.", :name "Bear"} {:description "You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.", :name "Eagle"} {:description "You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).", :name "Wolf"} {:description "The elk spirit helps you roam far and fast. Whether mounted or on foot, your travel pace is doubled, as is the pace of up to ten companions while they're within 60 feet of you and your aren't incapacitated.", :name "Elk (SCAG)"} {:name "Tiger (SCAG)", :description "The cat spirit hones your survival instincts. You gain proficiency in two of the following skills: Athletics, Acrobatics, Stealth, Survival. Enter this manually."}], :option-pack "Player's Handbook", :name "Aspect of the Beast", :key :aspect-of-the-beast}, :totemic-attunement {:options [{:description "While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character\nwith this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.", :name "Bear"} {:description "While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and\nnothing else is holding you aloft.", :name "Eagle"} {:name "Wolf", :description "While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack."} {:name "Elk (SCAG)", :description "While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to ld12 +your Strength modifier."} {:name "Tiger (SCAG)", :description "While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it."}], :option-pack "Player's Handbook", :name "Totemic Attunement", :key :totemic-attunement}}, :orcpub.dnd.e5/spells {:armor-of-agathys {:description "A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.", :key :armor-of-agathys, :school "abjuration", :name "Armor of Agathys", :duration "1 hour", :level 1, :option-pack "Player's Handbook", :components {:material true, :material-component "a cup of water", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.", :key :armor-of-agathys, :school "abjuration", :name "Armor of Agathys", :duration "1 hour", :level 1, :option-pack "Player's Handbook", :components {:material true, :material-component "a cup of water", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.", :key :armor-of-agathys, :school "abjuration", :name "Armor of Agathys", :duration "1 hour", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a cup of water", :somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:warlock true}, :range "Self"}], :casting-time "1 Action", :spell-lists {:warlock true}, :range "Self"}], :casting-time "1 action", :spell-lists {:warlock true}, :range "Self"}, :elemental-weapon {:description "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.\nAt Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.", :key :elemental-weapon, :school "transmutation", :name "Elemental Weapon", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Touch"}, :cordon-of-arrows {:description "You plant four pieces of non-magical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creature you choose, and the spell ignores them.\nAt higher levels: When you cast this spell using a spell slot of 3rd or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.", :key :cordon-of-arrows, :school "transmutation", :name "Cordon of Arrows", :duration "8 hours", :level 2, :option-pack "Player Handbook", :components {:material true, :material-component "four or more arrows or bolts", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "5 feet"}, :crown-of-madness {:description "One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.", :key :crown-of-madness, :school "enchantment", :name "Crown of Madness", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :compelled-duel {:description "You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.", :key :compelled-duel, :school "enchantment", :name "Compelled Duel", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "30 feet"}, :counterspell {:description "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.", :key :counterspell, :school "abjuration", :name "Counterspell", :duration "Instantaneous", :level 3, :option-pack "Player Handbook", :components {:somatic true}, :casting-time "1 reaction", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :ray-of-sickness {:description "A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", :key :ray-of-sickness, :school "necromancy", :name "Ray of Sickness", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "60 feet"}, :thorn-whip {:description "You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thorn-whip, :school "transmutation", :name "Thorn Whip", :duration "Instantaneous", :level 0, :option-pack "Player Handbook", :components {:material true, :material-component "the stem of a plant with thorns", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "30 feet"}, :crusaders-mantle {:description "Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.", :key :crusaders-mantle, :school "evocation", :name "Crusader's Mantle", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self"}, :blinding-smite {:description "The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.", :key :blinding-smite, :school "evocation", :name "Blinding Smite", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists {:paladin true}, :range "Self"}, :conjure-barrage {:description "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.", :key :conjure-barrage, :school "conjuration", :name "Conjure Barrage", :duration "Instantaneous", :level 3, :option-pack "Player's Handbook", :components {:material true, :material-component "one piece of ammunition or a thrown weapon", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.", :key :conjure-barrage, :school "conjuration", :name "Conjure Barrage", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:material true, :material-component "one piece of ammunition or a thrown weapon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "Self (60-foot cone)"}], :casting-time "1 action", :spell-lists {:ranger true}, :range "Self (60-foot cone)"}, :hail-of-thorns {:description "The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).", :key :hail-of-thorns, :school "conjuration", :name "Hail of Thorns", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :branding-smite {:description "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.", :key :branding-smite, :school "evocation", :name "Branding Smite", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :searing-smite {:description "The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st. ", :key :searing-smite, :school "evocation", :name "Searing Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :tsunami {:description "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.", :key :tsunami, :school "conjuration", :name "Tsunami", :duration "Concentration up to 6 rounds", :level 8, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:druid true}, :range "Sight"}, :witch-bolt {:description "A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.", :key :witch-bolt, :school "evocation", :name "Witch Bolt", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a twig from a tree that has been struck by lightning", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :grasping-vine {:description "You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.", :key :grasping-vine, :school "conjuration", :name "Grasping Vine", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :ranger true}, :range "30 feet"}, :feign-death {:description "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. ", :key :feign-death, :school "necromancy", :name "Feign Death", :duration "1 hour", :level 3, :option-pack "Player Handbook", :components {:material true, :material-component "a pinch of graveyard dirt", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :wizard true}, :range "touch"}, :beast-sense {:description "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.", :key :beast-sense, :school "divination", :name "Beast Sense", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Player's Handbook", :components {:somatic true}, :ritual true, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.", :key :beast-sense, :school "divination", :name "Beast Sense", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Player Handbook", :components {:somatic true}, :casting-time "1 Action", :spell-lists {:druid true, :ranger true}, :range "Touch"}], :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :ensnaring-strike {:description "The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.\nAt Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ", :key :ensnaring-strike, :school "conjuration", :name "Ensnaring Strike", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :thunderous-smite {:description "The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.", :key :thunderous-smite, :school "evocation", :name "Thunderous Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :arcane-gate {:description "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\n\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\n\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.", :key :arcane-gate, :school "conjuration", :name "Arcane Gate", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Player's Handbook", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\n\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\n\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.", :key :arcane-gate, :school "conjuration", :name "Arcane Gate", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Player's Handbook", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\n\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\n\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.", :key :arcane-gate, :school "conjuration", :name "Arcane Gate", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "500 ft."}], :casting-time "1 Action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "500 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "500 feet"}, :destructive-smite {:description "You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage,as well as 5d6 radiant or necrotic damage (your choice),and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.\n\nAlso called Destructive Wave.", :key :destructive-smite, :school "evocation", :name "Destructive Smite", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :wrathful-smite {:description "The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to end this spell.", :key :wrathful-smite, :school "evocation", :name "Wrathful Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :aura-of-life {:description "Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.", :key :aura-of-life, :school "abjuration", :name "Aura of Life", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "Player's Handbook", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.", :key :aura-of-life, :school "abjuration", :name "Aura of Life", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}], :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :cloud-of-daggers {:description "You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.", :key :cloud-of-daggers, :school "conjuration", :name "Cloud of Daggers", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player Handbook", :components {:material true, :material-component "a sliver of glass", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :phantasmal-force {:description "You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.\n\nThe phantasm includes sound, temperature, and other stimuli, also evident only to the creature.\n\nThe target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.\n\nWhile a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.\n\nAn affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.", :key :phantasmal-force, :school "illusion", :name "Phantasmal Force", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Player's Handbook", :components {:verbal true, :somatic true, :material true, :material-component "a bit of fleece"}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :swift-quiver {:description "You transmute your quiver so it produces an endless supply of non-magical ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of non-magical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.", :key :swift-quiver, :school "transmutation", :name "Swift Quiver", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player Handbook", :components {:material true, :material-component "a quiver containing at least one piece of ammunition", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Touch"}, :hex {:description "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", :key :hex, :school "enchantment", :name "Hex", :duration "Concentration, up to 1 hour", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "the petrified eye of a newt", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:warlock true}, :range "90 feet"}, :aura-of-purity {:description "Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.", :key :aura-of-purity, :school "abjuration", :name "Aura of Purity", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "Player's Handbook", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.", :key :aura-of-purity, :school "abjuration", :name "Aura of Purity", :duration "Concentration up to 10 minutes", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}], :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :friends {:description "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.", :key :friends, :school "enchantment", :name "Friends", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Player Handbook", :components {:material true, :material-component "a small amount of makeup applied to the face as this spell is cast", :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "self"}, :hunger-of-hadar {:description "You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.", :key :hunger-of-hadar, :school "conjuration", :name "Hunger of Hadar", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:material true, :material-component "a pickled octopus tentacle", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true}, :range "150 feet"}, :animal-friendship {:description "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.", :key :animal-friendship, :school "enchantment", :name "Animal Friendship", :duration "24 hours", :level 1, :option-pack "Player's Handbook", :components {:material true, :material-component "a morsel of food", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.", :key :animal-friendship, :school "enchantment", :name "Animal Friendship", :duration "24 hours", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a morsel of food", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :ranger true}, :range "30 feet"}], :casting-time "1 action", :spell-lists {:bard true, :druid true, :ranger true}, :range "30 feet"}, :dissonant-whispers {:description "You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :dissonant-whispers, :school "enchantment", :name "Dissonant Whispers", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "60 feet"}, :telepathy {:description "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.", :key :telepathy, :school "evocation", :name "Telepathy", :duration "24 hours", :level 8, :option-pack "Player Handbook", :components {:material true, :material-component "a pair of linked silver rings", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Unlimited"}, :lightning-arrow {:description "The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.", :key :lightning-arrow, :school "transmutation", :name "Lightning Arrow", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :power-word-heal {:description "A wave of healing energy washes over a creature you touch. The target regains all of its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.", :key :power-word-heal, :school "evocation", :name "Power Word Heal", :duration "Instantaneous", :level 9, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "Touch"}, :guardian-of-faith {:description "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", :key :guardian-of-faith, :school "conjuration", :name "Guardian of Faith", :duration "8 hours", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:cleric true}, :range "30 feet"}, :blade-ward {:description "You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.", :key :blade-ward, :school "abjuration", :name "Blade Ward", :duration "1 round", :level 0, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :banishing-smite {:description "The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", :key :banishing-smite, :school "abjuration", :name "Banishing Smite", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player's Handbook", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", :key :banishing-smite, :school "abjuration", :name "Banishing Smite", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists {:paladin true}, :range "Self"}], :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :aura-of-vitality {:description "Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.", :key :aura-of-vitality, :school "evocation", :name "Aura of Vitality", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Player's Handbook", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.", :key :aura-of-vitality, :school "evocation", :name "Aura of Vitality", :duration "Concentration up to 1 minute", :level 3, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}], :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :circle-of-power {:description "Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.", :key :circle-of-power, :school "abjuration", :name "Circle of Power", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :conjure-volley {:description "You fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon", :key :conjure-volley, :school "conjuration", :name "Conjure Volley", :duration "Instantaneous", :level 5, :option-pack "Player Handbook", :components {:material true, :material-component "one piece of ammunition or one thrown weapon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "150 feet"}, :hunters-mark {:description "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. ", :key :hunters-mark, :school "divination", :name "Hunter's Mark", :duration "Concentration, up to 1 hour", :level 1, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "90 feet"}, :compulsion {:description "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.", :key :compulsion, :school "enchantment", :name "Compulsion", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "30 feet"}, :goodberry {:description "Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ", :key :goodberry, :school "transmutation", :name "Goodberry", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a sprig of mistletoe", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :arms-of-hadar {:description "You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.\n\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :arms-of-hadar, :school "conjuration", :name "Arms of Hadar", :duration "Instantaneous", :level 1, :option-pack "Player's Handbook", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You invoke the power of Hadar, the Dark Hunger.\n\nTendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :arms-of-hadar, :school "conjuration", :name "Arms of Hadar", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:warlock true}, :range "Self (10-foot radius)"}], :casting-time "1 action", :spell-lists {:warlock true}, :range "Self (10-foot radius)"}, :staggering-smite {:description "The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.", :key :staggering-smite, :school "evocation", :name "Staggering Smite", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Player Handbook", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :chromatic-orb {:description "You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", :key :chromatic-orb, :school "evocation", :name "Chromatic Orb", :duration "Instantaneous", :level 1, :option-pack "Player Handbook", :components {:material true, :material-component "a diamond worth at least 50gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}}, :orcpub.dnd.e5/subclasses {:the-archfey {:class :warlock, :key :the-archfey, :level-modifiers [], :name "The Archfey", :option-pack "Player's Handbook", :traits [{:description "Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed or frightened by you (your choice) until the end of your next turn.Once you use this feature, you can't use it again until you finish a short or long rest.", :name "Fey Presence"} {:description "Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.", :level 6, :name "Misty Escape"} {:description "Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.", :level 10, :name "Beguiling Defenses"} {:description "Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.", :level 14, :name "Dark Delirium"}], :warlock-spells {1 {0 :faerie-fire, 1 :sleep}, 2 {0 :calm-emotions, 1 :phantasmal-force}, 3 {0 :blink, 1 :plant-growth}, 4 {0 :dominate-beast, 1 :greater-invisibility}, 5 {0 :dominate-person, 1 :seeming}}}, :nature-domain {:key :nature-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Nature Domain", :option-pack "Player's Handbook", :cleric-spells {1 {0 :speak-with-animals, 1 :animal-friendship}, 2 {0 :barkskin, 1 :spike-growth}, 3 {0 :plant-growth, 1 :wind-wall}, 4 {0 :dominate-beast, 1 :grasping-vine}, 5 {0 :insect-plague, 1 :tree-stride}}, :level-selections [{:type :druid-cantrips}], :class :cleric, :profs {:skill-options {:options {:animal-handling true, :nature true, :survival true}}}, :traits [{:description "At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.", :name "Acolyte of Nature"} {:description "Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.", :level 2, :name "Channel Divinity: Charm Animals and Plants"} {:description "Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.", :level 6, :name "Dampen Elements"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.", :level 17, :name "Master of Nature"} {:description "At 1st level, you gain proficiency with heavy armor.", :name "Bonus Proficiency"}]}, :oath-of-the-ancients {:class :paladin, :key :oath-of-the-ancients, :level-modifiers [], :name "Oath of the Ancients", :option-pack "Player's Handbook", :traits [{:description "You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.", :level 3, :name "Channel Divinity: Nature’s Wrath"} {:description "You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you.\n\nIt also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.", :level 3, :name "Channel Divinity: Turn the Faithless"} {:description "Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.\n\nAt 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Warding"} {:description "Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.\n\nAdditionally, you suffer none of the drawbacks of old age, and you can't be aged magically.", :level 15, :name "Undying Sentinel"} {:description "At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.\n\nUsing your action, you undergo a transformation. For 1 minute, you gain the following benefits:\n\n- At the start of each of your turns, you regain 10 hit points.\n- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.\n- Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.\n\nOnce you use this feature, you can't use it again until you finish a long rest.", :level 20, :name "Elder Champion"}], :paladin-spells {1 {0 :ensnaring-strike, 1 :speak-with-animals}, 2 {0 :moonbeam, 1 :misty-step}, 3 {0 :plant-growth, 1 :protection-from-energy}, 4 {0 :ice-storm, 1 :stoneskin}, 5 {0 :commune-with-nature, 1 :tree-stride}}}, :arcane-trickster {:class :rogue, :key :arcane-trickster, :level-modifiers [], :name "Arcane Trickster", :option-pack "Player's Handbook", :spellcasting {:level-factor 3}, :traits [{:description "Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list (of a level you can cast).\n\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. Your spell saving throw DC is 8+ your proficiency bonus + your Intelligence modifier. Your spell attack bonus is your proficiency bonus + your Intelligence modifier.", :level 3, :name "Spellcasting"} {:description "Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:\n\n- You can stow one object the hand is holding in a container worn or carried by another creature.\n- You can retrieve an object in a container worn or carried by another creature.\n- You can use thieves’ tools to pick locks and disarm traps at range.\n\nYou can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.", :level 3, :name "Mage Hand Legerdemain"} {:description "Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.", :level 9, :name "Magical Ambush"} {:description "At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you Advantage on attack rolls against that creature until the end of the turn, and therefore allowing you to Sneak Attack the creature when nobody else is within 5 feet.", :level 13, :name "Versatile Trickster"} {:description "At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.\n\n- Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your Reaction to force the creature to make a saving throw with its spellcasting ability modifier.\n- The DC equals your spell save DC and on a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell).\n- For the next 8 hours, you know the spell, can cast it using your spell slots, and the creature can’t cast that spell until the 8 hours have passed.\n\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 17, :name "Spell Thief"}]}, :way-of-the-four-elements {:class :monk, :key :way-of-the-four-elements, :level-modifiers [], :name "Way of the Four Elements", :option-pack "Player's Handbook", :traits [{:description "When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.\n\nYou know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.\n\nWhenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.", :level 3, :name "Disciple of the Elements"} {:name "Casting Elemental Spells", :description "Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.\n\nOnce you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1)\n\nThe maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.\n\nLevels\t\tMax Ki\n5th-8th\t\t3\n9th-12th\t4\n13th-16th\t5\n17th-20th\t6", :level 3}], :level-selections [{:type :elemental-disciplines, :level 17, :num 5} {:type :elemental-disciplines, :level 11, :num 4} {:type :elemental-disciplines, :level 6, :num 3} {:type :elemental-disciplines, :level 3, :num 2}]}, :school-of-divination {:class :wizard, :key :school-of-divination, :level-modifiers [], :name "School of Divination", :option-pack "Player's Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.", :level 2, :name "Divination Savant"} {:description "Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.", :level 2, :name "Portent"} {:description "Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.", :level 6, :name "Expert Divination "} {:description "Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.\n\nDarkvision: You gain darkvision out to a range of 60 feet, as described in chapter 8.\nEthereal Sight: You can see into the Ethereal Plane within 60 feet of you.\nGreater Comprehension: You can read any language.\nSee Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.", :level 10, :name "The Third Eye"} {:description "Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of What is to come. You roll three d20 for your Portent feature, rather than two.", :level 14, :name "Greater Portent"}]}, :school-of-enchantment {:class :wizard, :key :school-of-enchantment, :level-modifiers [], :name "School of Enchantment", :option-pack "Player's Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.", :level 2, :name "Enchantment Savant"} {:description "Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.\n\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.", :level 2, :name "Hypnotic Gaze"} {:description "Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.\n\nYou must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.", :level 6, :name "Instinctive Charm"} {:description "Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature", :level 10, :name "Split Enchantment"} {:description "At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.\n\nAdditionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your Wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.", :level 14, :name "Alter Memories"}]}, :wild-magic {:class :sorcerer, :key :wild-magic, :level-modifiers [], :name "Wild Magic", :option-pack "Player's Handbook", :traits [{:description "Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.", :name "Wild Magic Surge"} {:description "Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Anytime before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.", :name "Tides of Chaos"} {:description "Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.", :level 6, :name "Bend Luck"} {:description "At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.", :level 14, :name "Controlled Chaos"} {:description "Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.", :level 18, :name "Spell Bombardment"}]}, :battle-master- {:class :fighter, :key :battle-master-, :level-modifiers [], :level-selections [{:level 15, :num 9, :type :manuevers} {:level 10, :num 7, :type :manuevers} {:level 7, :num 5, :type :manuevers} {:level 3, :num 3, :type :manuevers} {:type :student-of-war, :level 3}], :name "Battle Master ", :option-pack "Player's Handbook", :traits [{:description "Your study of the art of war not only in battle but out of it grants you a proficiency in an artisan tool of your choice.", :level 3, :name "War Student"} {:description "When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.\n\nYou learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers. you can also replace one maneuver you know with a different one.\n\nYou start with 4 superiority dice. They are d8 and you use one whenever you use a maneuver. You regain them all when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.\n\nIf a maneuver requires a saving throw, the DC is 8+ your proficiency bonus + your Strength or Dexterity modifier (your choice).", :level 3, :name "Combat Superiority"} {:description "When you reach 7th level, you can spend 1 minute watching your enemy in or out of combat. Doing so gives you information about their abilities. The DM can then tell you if the following enemy abilities are your equal to, stronger, or weaker than your own:\n\n- Strength ability score\n- Dexterity ability score\n- Constitution ability score\n- AC\n- Current HP\n- Total levels (if any)\n- Fighter levels (if any)", :level 7, :name "Study Your Enemy "} {:description "When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.", :level 10, :name "Improved Superior Combat "} {:description "Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.", :level 15, :name "Relentless "}]}, :knowledge-domain {:key :knowledge-domain, :level-modifiers [], :name "Knowledge Domain", :option-pack "Player's Handbook", :cleric-spells {1 {0 :command, 1 :identify}, 2 {0 :augury, 1 :suggestion}, 3 {0 :nondetection, 1 :speak-with-dead}, 4 {0 :arcane-eye, 1 :confusion}, 5 {0 :legend-lore, 1 :scrying}}, :class :cleric, :traits [{:description "At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.", :name "Blessing of Knowledge"} {:description "Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.", :name "Channel Divinity: Knowledge of the Ages", :level 2} {:description "At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.", :name "Channel Divinity: Read Thoughts", :level 2} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :name "Potent Spellcasting", :level 8} {:description "Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.\n\nObject Reading: Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.\n\nArea Reading: As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.", :name "Visions of the Past", :level 17}], :profs {:skill-expertise-options {:options {:arcana true, :history true, :nature true, :religion true}, :choose 2}}}, :school-of-illusion {:class :wizard, :key :school-of-illusion, :level-modifiers [{:type :spell, :value {:key :minor-illusion, :ability :orcpub.dnd.e5.character/int}}], :name "School of Illusion", :option-pack "Player's Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.", :level 2, :name "Illusion Savant"} {:description "When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.", :level 2, :name "Improved Minor Illusion"} {:description "Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.", :level 6, :name "Malleable Illusions"} {:description "Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest.", :level 10, :name "Illusory Self"} {:description "By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can Choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.", :level 14, :name "Illusory Reality"}]}, :eldritch-knight {:class :fighter, :key :eldritch-knight, :level-modifiers [], :name "Eldritch Knight", :option-pack "Player's Handbook", :spellcasting {:level-factor 3}, :traits [{:description "Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must he an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.", :level 3, :name "Spellcasting"} {:description "At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.\n\nOnce you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.\n\nYou can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.", :level 3, :name "Weapon Bond"} {:description "Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.", :level 7, :name "War Magic"} {:description "At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.", :level 10, :name "Eldritch Strike"} {:description "At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.", :level 15, :name "Arcane Charge"} {:description "Starting at 18th level, when you use your action to cast a spell you can make one weapon attack as a bonus action.", :level 18, :name "Improved War Magic"}]}, :trickery-domain {:class :cleric, :cleric-spells {1 {0 :charm-person, 1 :disguise-self}, 2 {0 :mirror-image, 1 :pass-without-trace}, 3 {0 :blink, 1 :dispel-magic}, 4 {0 :dimension-door, 1 :polymorph}, 5 {0 :dominate-person, 1 :modify-memory}}, :key :trickery-domain, :level-modifiers [], :name "Trickery Domain", :option-pack "Player's Handbook", :traits [{:description "Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.", :name "Blessing of the Trickster"} {:description "Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.\n\nFor the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.", :level 2, :name "Channel Divinity: Invoke Duplicity"} {:description "Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.", :level 6, :name "Channel Divinity: Cloak of Shadows"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with poison — a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.", :level 17, :name "Improved Duplicity"}]}, :the-great-old-one {:class :warlock, :key :the-great-old-one, :level-modifiers [{:type :damage-resistance, :level 10, :value :psychic}], :name "The Great Old One", :option-pack "Player's Handbook", :traits [{:description "Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate (one-way) telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.", :name "Awakened Mind"} {:description "At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.", :level 6, :name "Entropic Ward"} {:description "Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.", :level 10, :name "Thought Shield"} {:description "At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is charmed by you until a remove curse spell is cast on it, the charm condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.", :level 14, :name "Create Thrall"}], :warlock-spells {1 {0 :dissonant-whispers, 1 :tashas-hideous-laughter}, 2 {0 :detect-thoughts, 1 :phantasmal-force}, 3 {0 :clairvoyance, 1 :sending}, 4 {0 :dominate-beast, 1 :evards-black-tentacles}, 5 {0 :dominate-person, 1 :telekinesis}}}, :way-of-shadow {:class :monk, :key :way-of-shadow, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :minor-illusion}} {:level 3, :type :spell, :value {:ability :wis, :key :darkness, :level 2}} {:level 3, :type :spell, :value {:ability :wis, :key :darkvision, :level 2}} {:level 3, :type :spell, :value {:ability :wis, :key :pass-without-trace, :level 2}} {:level 3, :type :spell, :value {:ability :wis, :key :silence, :level 2}}], :name "Way of Shadow", :option-pack "Player's Handbook", :traits [{:description "Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.", :level 3, :name "Shadow Arts"} {:description "You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.", :level 6, :name "Shadow Step"} {:description "You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.", :level 11, :name "Cloak of the Shadows"} {:description "You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.", :level 17, :name "Opportunist"}]}, :assassin {:class :rogue, :key :assassin, :level-modifiers [{:type :tool-prof, :level 3, :value :disguise-kit} {:type :tool-prof, :level 3, :value :poisoners-tools}], :name "Assassin", :option-pack "Player's Handbook", :traits [{:description "You gain proficiency with the disguise kit and the poisoner’s kit.", :level 3, :name "Bonus Proficiencies"} {:description "Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have Advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.", :level 3, :name "Assassinate"} {:description "Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.", :level 9, :name "Infiltration Expertise"} {:description "At the 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (deception) check you make to avoid detection.", :level 13, :name "Impostor"} {:description "Starting at the 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus.) On a failed save, double the damage of your attack against the creature.", :level 17, :name "Death Strike"}]}, :path-of-the-totem-warrior {:class :barbarian, :key :path-of-the-totem-warrior, :level-modifiers [{:level 3, :type :spell, :value {:key :speak-with-animals, :level 1, :ability :orcpub.dnd.e5.character/wis}} {:level 3, :type :spell, :value {:key :beast-sense, :level 2, :ability :orcpub.dnd.e5.character/wis}} {:level 10, :type :spell, :value {:key :commune-with-nature, :level 5, :ability :orcpub.dnd.e5.character/wis}}], :name "Path of the Totem Warrior", :option-pack "Player's Handbook", :traits [{:description "At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object, an amulet or similar adornment, that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.\n\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.", :level 3, :name "Totem Spirit"} {:description "At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.", :level 3, :name "Spirit Seeker"} {:description "At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.", :level 6, :name "Aspect of the Beast"} {:description "At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.", :level 10, :name "Spirit Walker"} {:description "At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.", :level 14, :name "Totemic Attunement"}], :level-selections [{:type :totem-spirit, :level 3} {:type :aspect-of-the-beast, :level 6} {:type :totemic-attunement, :level 14}]}, :oath-of-vengeance {:class :paladin, :key :oath-of-vengeance, :level-modifiers [], :name "Oath of Vengeance", :option-pack "Player's Handbook", :paladin-spells {1 {0 :bane, 1 :hunters-mark}, 2 {0 :hold-person, 1 :misty-step}, 3 {0 :haste, 1 :protection-from-energy}, 4 {0 :banishment, 1 :dimension-door}, 5 {0 :hold-monster, 1 :scrying}}, :traits [{:description "As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.", :level 3, :name "Channel Divinity: Abjure Enemy"} {:description "As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.", :level 3, :name "Channel Divinity: Vow of Enmity"} {:description "By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.", :level 7, :name "Relentless Avenger"} {:description "Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.", :level 15, :name "Soul of Vengeance"} {:description "At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:\n\n• Wings sprout from your back and grant you a flying speed of 60 feet.\n• You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.\n\nOnce you use this feature, you can't use it again until you finish a long rest.", :level 20, :name "Avenging Angel"}]}, :school-of-transmutation {:class :wizard, :key :school-of-transmutation, :level-modifiers [{:type :spell, :level 10, :value {:level 4, :key :polymorph, :ability :orcpub.dnd.e5.character/int}}], :name "School of Transmutation", :option-pack "Player's Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.", :level 2, :name "Transmutation Savant"} {:description "Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.", :level 2, :name "Minor Alchemy"} {:description "Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:\n\n- Darkvision out to a range of 60 feet, as described in chapter 8\n- An increase to speed of 10 feet while the creature is unencumbered\n- Proficiency in Constitution saving throws\n- Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)\n\nEach time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.", :level 6, :name "Transmuter’s Stone"} {:description "At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.", :level 10, :name "Shapechanger"} {:description "Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.\n\nMajor Transformation: You can transmute one nonmagical object—no larger than a 5—foot cube into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.\n\nPanacea: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.\n\nRestore Life: You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.\n\nRestore Youth: You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.", :level 14, :name "Master Transmuter"}]}, :light-domain {:class :cleric, :cleric-spells {1 {0 :burning-hands, 1 :faerie-fire}, 2 {0 :flaming-sphere, 1 :scorching-ray}, 3 {0 :daylight, 1 :fireball}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :scrying}}, :key :light-domain, :level-modifiers [{:level 1, :type :spell, :value {:ability :wis, :key :light, :level 0}}], :name "Light Domain", :option-pack "Player's Handbook", :traits [{:description "When you choose this domain at 1st level, you gain the light cantrip if you don't already know it. Otherwise choose another.", :name "Bonus Cantrip"} {:description "At 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Warding Flare"} {:description "Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.", :level 2, :name "Channel Divinity: Radiance of the Dawn"} {:description "Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.", :level 6, :name "Improved Flare"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.", :level 17, :name "Corona of Light"}]}, :college-of-valor {:class :bard, :key :college-of-valor, :level-modifiers [{:level 3, :type :armor-prof, :value :medium} {:level 3, :type :armor-prof, :value :shields} {:level 3, :type :weapon-prof, :value :martial} {:level 6, :type :num-attacks, :value 2}], :name "College of Valor", :option-pack "Player's Handbook", :traits [{:description "When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.", :level 3, :name "Bonus Proficiencies"} {:description "At 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.", :level 3, :name "Combat Inspiration"} {:description "Starting at 6th level, you can attack twice, instead of once whenever you take the Attack action on your turn.", :level 6, :name "Extra Attack"} {:level 14, :description "At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to a cast a bard spell, you can make one weapon attack as a bonus action.", :name "Battle Magic"}]}, :circle-of-the-moon {:class :druid, :key :circle-of-the-moon, :level-modifiers [{:level 14, :type :spell, :value {:key :alter-self, :level 2, :ability :orcpub.dnd.e5.character/wis}}], :name "Circle of the Moon", :option-pack "Player's Handbook", :traits [{:description "When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.\n\nAdditionally, while you are transformed by Wild Shape. You can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.", :level 2, :name "Combat Wild Shape"} {:description "The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there).", :level 2, :name "Circle Forms"} {:description "Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.", :level 6, :name "Primal Strike"} {:description "At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.", :level 10, :name "Elemental Wild Shape"} {:description "By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.", :level 14, :name "Thousand Forms"} {:description "Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.", :level 6, :name "Circle Forms"}]}, :beast-master {:class :ranger, :key :beast-master, :level-modifiers [], :name "Beast Master", :option-pack "Player's Handbook", :traits [{:description "You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower.\n\nAdd your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.\n\nThe beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.\n\nWhile traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.", :level 3, :name "Ranger's Companion"} {:description "On any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.", :level 7, :name "Exceptional Training"} {:description "When you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.", :level 11, :name "Bestial Fury"} {:description "When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.", :level 15, :name "Share Spells"}]}, :school-of-necromancy {:class :wizard, :key :school-of-necromancy, :level-modifiers [{:type :spell, :level 6, :value {:level 3, :key :animate-dead, :ability :orcpub.dnd.e5.character/int}} {:type :damage-resistance, :level 10, :value :necrotic}], :name "School of Necromancy", :option-pack "Player's Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.", :level 2, :name "Necromancy Savant"} {:description "At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.", :level 2, :name "Grim Harvest"} {:description "At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:\n\n- The creature’s hit point maximum is increased by an amount equal to your wizard level.\n- The creature adds your proficiency bonus to its weapon damage rolls.", :level 6, :name "Undead Thralls"} {:description "Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.", :level 10, :name "Inured to Death"} {:description "Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.", :level 14, :name "Command Undead"}]}, :school-of-conjuration {:class :wizard, :key :school-of-conjuration, :level-modifiers [], :name "School of Conjuration", :option-pack "Player's Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.", :level 2, :name "Conjuration Savant"} {:description "Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you.\n\n- This object can be no larger than 3 feet on a side and weigh no more than 10 pounds\n- Its form must be that of a nonmagical object that you have seen.\n- The object is visibly magical, radiating dim light out to 5 feet.\n- The object disappears after 1 hour, when you use this feature again, or if it takes any damage.", :level 2, :name "Minor Conjuration"} {:description "Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.", :level 6, :name "Benign Transposition"} {:description "Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.", :level 10, :name "Focused Conjuration"} {:description "Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.", :level 14, :name "Durable Summons"}]}, :war-domain {:class :cleric, :cleric-spells {1 {0 :divine-favor, 1 :shield-of-faith}, 2 {0 :magic-weapon, 1 :spiritual-weapon}, 3 {0 :crusaders-mantle, 1 :spirit-guardians}, 4 {0 :freedom-of-movement, 1 :stoneskin}, 5 {0 :flame-strike, 1 :hold-monster}}, :key :war-domain, :level-modifiers [{:type :armor-prof, :value :heavy} {:type :weapon-prof, :value :martial} {:level 17, :type :damage-resistance, :value :slashing} {:level 17, :type :damage-resistance, :value :bludgeoning} {:level 17, :type :damage-resistance, :value :piercing}], :name "War Domain", :option-pack "Player's Handbook", :traits [{:description "From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "War Priest"} {:description "Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :level 2, :name "Channel Divinity: Guided Strike"} {:description "At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :level 6, :name "Channel Divinity: War God's Blessing"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.", :level 17, :name "Avatar of Battle"} {:name "Bonus Proficiencies", :description "At 1st level, you gain proficiency with martial weapons and heavy armor."}]}, :school-of-abjuration {:class :wizard, :key :school-of-abjuration, :level-modifiers [], :name "School of Abjuration", :option-pack "Player's Handbook", :traits [{:description "Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.", :level 2, :name "Abjuration Savant "} {:description "Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.\n\nWhile the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest.", :level 2, :name "Arcane Ward"} {:description "Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.", :level 6, :name "Projected Ward"} {:description "Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.", :name "Improved Abjuration", :level 10} {:description "Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.", :name "Spell Resistance", :level 14}]}, :tempest-domain {:class :cleric, :cleric-spells {1 {0 :fog-cloud, 1 :thunderwave}, 2 {0 :gust-of-wind, 1 :shatter}, 3 {0 :call-lightning, 1 :sleet-storm}, 4 {0 :control-water, 1 :ice-storm}, 5 {0 :destructive-smite, 1 :insect-plague}}, :key :tempest-domain, :level-modifiers [{:type :armor-prof, :value :heavy} {:type :weapon-prof, :value :martial} {:type :flying-speed-equals-walking-speed, :level 17}], :name "Tempest Domain", :option-pack "Player's Handbook", :traits [{:description "Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :name "Wrath of the Storm"} {:description "Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.", :level 2, :name "Channel Divinity: Destructive Wrath"} {:description "At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.", :level 6, :name "Thunderbolt Strike"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.", :level 17, :name "Stormborn"} {:description "At 1st level, you gain proficiency with martial weapons and heavy armor.", :name "Bonus Proficiencies"}]}}, :orcpub.dnd.e5/subraces {:drow {:key :drow, :race :elf, :name "Drow", :darkvision 120, :spells [{:value {:ability :cha, :key :dancing-lights, :level 0}} {:level 3, :value {:ability :cha, :key :faerie-fire, :level 1}} {:level 5, :value {:ability :cha, :key :darkness, :level 2}}], :abilities {:orcpub.dnd.e5.character/cha 1}, :option-pack "Player's Handbook", :props {:weapon-prof {:crossbow-hand true, :rapier true, :shortbow false, :shortsword true}}, :traits [{:description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"} {:description "Your darkvision has a radius of 120 feet.", :name "Superior Darkvision"} {:description "You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. You regain the ability to cast these spells with this trait when you finish a long rest. Charisma is your spellcasting ability for these spells.", :name "Drow Magic"} {:description "You have proficiency with rapiers, shortswords, and hand crossbows.", :name "Drow Weapon Training"}]}, :forest-gnome {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :forest-gnome, :name "Forest Gnome", :option-pack "Player's Handbook", :race :gnome, :spells [{:value {:ability :int, :key :minor-illusion}}], :traits [{:description "Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.", :name "Speak with Small Beasts"} {:description "You know the minor illusion cantrip. lntelligence is your spellcasting ability for it.", :name "Natural Illusionist"}]}, :mountain-dwarf {:abilities {:orcpub.dnd.e5.character/str 2}, :key :mountain-dwarf, :name "Mountain Dwarf", :option-pack "Player's Handbook", :props {:armor-prof {:light true, :medium true}}, :race :dwarf, :traits [{:description "You have proficiency with light and medium armor.", :name "Dwarven Armor Training"}]}, :stout {:abilities {:orcpub.dnd.e5.character/con 1}, :key :stout, :name "Stout", :option-pack "Player's Handbook", :props {:damage-resistance {:poison true}, :saving-throw-advantage {:poisoned true}}, :race :halfling, :traits [{:description "You have advantage on saving throws against poison, and you have resistance against poison damage.", :name "Stout Resilience"}]}, :wood-elf {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :wood-elf, :name "Wood Elf", :option-pack "Player's Handbook", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :elf, :speed 35, :traits [{:description "You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", :name "Mask of the Wild"} {:description "You have proficiency with the longsword shortsword, shortbow, and longbow.", :name "Elf Weapon Training"} {:description "Your base walking speed increases to 35 feet.", :name "Fleet of Foot"}]}}, :disabled? false}, "5eHB - Warden - (Andrew#0224)" {:orcpub.dnd.e5/classes {:warden {nil nil, :key :warden, :level-modifiers [{:level 5, :type :num-attacks, :value 2} {:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :weapon-prof, :value :simple}], :name "Warden", :option-pack "Warden", :subclass-title "", :level-selections [{:level 3, :type :prime-element}], :spellcasting {:ability :orcpub.dnd.e5.character/wis, :known-mode :schedule, :level-factor 2, :spell-list {1 #{:thunderwave :create-or-destroy-water :earth-tremor :searing-smite :ice-knife :entangle :detect-poison-and-disease :burning-hands :sleep :color-spray :chromatic-orb}, 2 #{:dust-devil :scorching-ray :continual-flame :shatter :levitate :spike-growth :pyrotechnics :invisibility :warding-wind :locate-animals-or-plants :aganazzar-s-scorcher :heat-metal}, 3 #{:elemental-weapon :daylight :sleet-storm :conjure-animals :create-food-and-water :meld-into-stone :wall-of-sand :tidal-wave :lightning-bolt :plant-growth :fireball :erupting-earth :speak-with-plants :call-lightning}, 4 #{:elemental-bane :hallucinatory-terrain :dominate-beast :grasping-vine :control-water :watery-sphere :wall-of-fire :freedom-of-movement :vitriolic-sphere :stone-shape}, 5 #{:cloudkill :awaken :control-winds :cone-of-cold :maelstrom :flame-strike :conjure-elemental :wall-of-stone :immolation}}, :spells-known {2 2, 3 1, 5 1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/str true, :orcpub.dnd.e5.character/wis true}, :skill-options {:choose 2, :options {:arcana true, :athletics true, :intimidation true, :investigation true, :nature true, :survival true}}}, :hit-die 10, :traits [{:description "You have advantage on all perception checks to natural phenomena such as tremors, eruptions, magma flows, thunderstorms, and more. As a result of being attuned to these events, you know whether such phenomena are natural or unnatural. Starting at 18th level, you also gain a +5 bonus to initiative whenever you are in an entirely natural environment.", :name "Natural Awareness"} {:description "You start with 4 power dice, which are d4s. You regain all expended power dice when you finish a long rest, or half of the expended amount (rounded up) when you finish a short rest. You gain another power die at levels 5, 9, 13, and 17. Your power dice becomes a d6 at level 5, a d8 at level 11, and a d10 at level 17.", :name "Power Die"} {:description "When you hit with an attack, you can expend a power die and add the result to the attack's damage. The damage type of the additional damage is Fire, Cold, Lightning, Poison or Acid (your choice) when you spend a power die.", :name "Natural Power"} {:description "Starting at 5th level, you can create a harmless elemental sensory effect originating from your body. This may be in the form of water dripping from your hands, a fiery glow in your eyes, or for your skin to appear mottled and earthen. When doing so as part of an Intimidation, Persuasion, or Deception ability check you can expend a power die and add the result to your roll.", :level 5, :name "Glamour"} {:description "Starting at 10th level, you can spend 1 minute touching a natural surface and focusing on it, after which you can shift your perspective as if your sense were originating from a point on that surface up to 100 feet away, and you are blinded and deafened to your own senses. You can maintain this perspective for up to 10 minutes if you don't move, and can choose to end it at any time.", :level 10, :name "Nature Sense"} {:description "Beginning at 15th level, as a bonus action, you can expend four power dice to regain a single spell slot. Once you have used this feature, you must finish a long rest before you can do so again.", :level 15, :name "Recovery"} {:description "Orcpub doesn't support custom spell slot progression yet, so use this instead. Warden spellcasting is more like Warlock's pack magic, so you have very few spell slots which are all the highest level you can cast. At 2nd level you have 1 spell slot which is 1st level. At 5th level you have 2 spell slots which are 2nd level. At 9th level the slots become 3rd level. At 13th level you have 3 spell slots which are 4th level. At 17th level the spell slots become 5th level.", :name "Spellcasting"}]}}, :orcpub.dnd.e5/selections {:flaming-bravery {:key :flaming-bravery, :name "Flaming Bravery", :option-pack "Warden", :options [{:description "At 3rd level, you learn the following cantrips, firebolt and green-flame blade. Whenever a creature makes an attack roll against you, you can use your reaction and expend a power die and add the result to your armor class until the start of your next turn. You may choose to do this after the creature has rolled to attack, but must decide before the DM says whether the roll hits or misses. If you choose to expend this die and the attack misses, the attacking creature takes fire damage equal to your Wisdom modifier + your Strength modifier.\nAt 7th level, if you are grappled, you can use your reaction to immediately end the effect or deal fire damage to the creature that is grappling you equal to your Wisdom modifier.\nAt 11th level, whenever you hit a creature with a weapon attack, you can expend a power die to have all creatures within 5 feet of the target (excluding yourself) take 2d8 fire damage.\nAt 20th level, you gain the 6th level spell investiture of flame. You can cast this spell once without expending a spell slot, and this spell requires no concentration to maintain when you cast it this way. Once you have used this feature, you must finish a long rest before you can do so again.", :name "Flaming Bravery"} {:description "At 3rd level, you learn the following cantrips, frostbite and ray of frost. Whenever you must make a saving throw, you can use your reaction and expend a power die and add the result to your saving throw total. You may choose to do this after you have rolled the saving throw, but most decide before the DM says whether the roll succeeds or fails. If you choose to expend a die this way and succeed on the saving throw, all surfaces in a 20-foot radius of you becomes covered in enchanted ice. Any creature (other than you) who starts their turn in this area must succeed on a Dexterity saving throw agains your spell save DC, or fall prone. This effect lasts 1 minute.\nAt 7th level, immediately after a creature hits you with a melee attack, you can use your reaction to have that creature make a Constitution saving throw against your spell save DC. On a failed roll, you freeze their weapon, causing them to drop it.\nAt 11th level, whenever you hit a creature with a weapon attack, you can expend a power die to have all creatures within 5 feet of the target (excluding yourself) take 2d8 cold damage.\nAt 20th level, you gain the 6th level spell investiture of ice. You can cast this spell once without expending a spell slot, and this spell requires no concentration to maintain when you cast it this way. Once you have used this feature, you must finish a long rest before you can do so again.", :name "Stoic Chill"} {:description "At 3rd level, you learn the following cantrips, lightning lure and booming blade. Whenever you make an attack roll with a weapon attack, you can expend a power die and add the result to your attack roll total, but must decide before the DM says whether the roll hits or misses. If this attack roll hites, all creatures within 5 feet of you or the target of your attack must make a Constitution saving throw against your spell save DC, being knocked back 5 feet on a failed saving throw.\nAt 7th level, anytime a creature makes a ranged weapon attack against you, you can use your reaction to create a barrier of wind and reduce the range of that attack by half. If you are now outside of maximum range of that attack, it will automatically miss.\nAt 11th level, whenever you hit a creature with a weapon attack, you can expend a power die to have all creatures within 5 feet of the target (excluding yourself) take 2d8 lightning damage.\nAt 20th level, you gain the 6th level spell investiture of wind. You can cast this spell once without expending a spell slot, and this spell requires no concentration to maintain when you cast it this way. Once you have used this feature, you must finish a long rest before you can do so again.", :name "Unrelenting Storm"} {:description "At 3rd level, you learn the following cantrips, acid splash and poison spray. Whenever you cast a spell that forces a creature to make a saving throw, you can expend a power die and add a corrosive element to the spell. Any creature affected by this spell that fails their saving throw also suffers the following effect. At the beginning of each of its turns, this creature must make a Constitution saving throw equal to your spell save DC. On a failed save, this creature takes acid damage equal to the result of your power die. On a successful save, the effect ends. \nAt 7th level, if a spell or effect would cause you to be pulled forward or pushed back, you can use your reaction to either half that distance by creating a sticky substance beneath you, or double that distance by creating a slippery substance beneath you.\nAt 11th level, whenever you hit a creature with a weapon attack, you can expend a power die to have all creatures within 5 feet of the target (excluding yourself) take 2d8 acid damage.\nAt 20th level, you gain the 6th level spell investiture of stone. You can cast this spell once without expending a spell slot, and this spell requires no concentration to maintain when you cast it this way. Once you have used this feature, you must finish a long rest before you can do so again.", :name "Putrid Corrosion"}]}, :prime-element {:key :prime-element, :name "Prime Element", :option-pack "Warden", :options [{:description "At 3rd level, you learn the following cantrips, firebolt and green-flame blade. Whenever a creature makes an attack roll against you, you can use your reaction and expend a power die and add the result to your armor class until the start of your next turn. You may choose to do this after the creature has rolled to attack, but must decide before the DM says whether the roll hits or misses. If you choose to expend this die and the attack misses, the attacking creature takes fire damage equal to your Wisdom modifier + your Strength modifier.\nAt 7th level, if you are grappled, you can use your reaction to immediately end the effect or deal fire damage to the creature that is grappling you equal to your Wisdom modifier.\nAt 11th level, whenever you hit a creature with a weapon attack, you can expend a power die to have all creatures within 5 feet of the target (excluding yourself) take 2d8 fire damage.\nAt 20th level, you gain the 6th level spell investiture of flame. You can cast this spell once without expending a spell slot, and this spell requires no concentration to maintain when you cast it this way. Once you have used this feature, you must finish a long rest before you can do so again.", :name "Flaming Bravery"} {:description "At 3rd level, you learn the following cantrips, frostbite and ray of frost. Whenever you must make a saving throw, you can use your reaction and expend a power die and add the result to your saving throw total. You may choose to do this after you have rolled the saving throw, but most decide before the DM says whether the roll succeeds or fails. If you choose to expend a die this way and succeed on the saving throw, all surfaces in a 20-foot radius of you becomes covered in enchanted ice. Any creature (other than you) who starts their turn in this area must succeed on a Dexterity saving throw agains your spell save DC, or fall prone. This effect lasts 1 minute.\nAt 7th level, immediately after a creature hits you with a melee attack, you can use your reaction to have that creature make a Constitution saving throw against your spell save DC. On a failed roll, you freeze their weapon, causing them to drop it.\nAt 11th level, whenever you hit a creature with a weapon attack, you can expend a power die to have all creatures within 5 feet of the target (excluding yourself) take 2d8 cold damage.\nAt 20th level, you gain the 6th level spell investiture of ice. You can cast this spell once without expending a spell slot, and this spell requires no concentration to maintain when you cast it this way. Once you have used this feature, you must finish a long rest before you can do so again.", :name "Stoic Chill"} {:description "At 3rd level, you learn the following cantrips, lightning lure and booming blade. Whenever you make an attack roll with a weapon attack, you can expend a power die and add the result to your attack roll total, but must decide before the DM says whether the roll hits or misses. If this attack roll hites, all creatures within 5 feet of you or the target of your attack must make a Constitution saving throw against your spell save DC, being knocked back 5 feet on a failed saving throw.\nAt 7th level, anytime a creature makes a ranged weapon attack against you, you can use your reaction to create a barrier of wind and reduce the range of that attack by half. If you are now outside of maximum range of that attack, it will automatically miss.\nAt 11th level, whenever you hit a creature with a weapon attack, you can expend a power die to have all creatures within 5 feet of the target (excluding yourself) take 2d8 lightning damage.\nAt 20th level, you gain the 6th level spell investiture of wind. You can cast this spell once without expending a spell slot, and this spell requires no concentration to maintain when you cast it this way. Once you have used this feature, you must finish a long rest before you can do so again.", :name "Unrelenting Storm"} {:description "At 3rd level, you learn the following cantrips, acid splash and poison spray. Whenever you cast a spell that forces a creature to make a saving throw, you can expend a power die and add a corrosive element to the spell. Any creature affected by this spell that fails their saving throw also suffers the following effect. At the beginning of each of its turns, this creature must make a Constitution saving throw equal to your spell save DC. On a failed save, this creature takes acid damage equal to the result of your power die. On a successful save, the effect ends. \nAt 7th level, if a spell or effect would cause you to be pulled forward or pushed back, you can use your reaction to either half that distance by creating a sticky substance beneath you, or double that distance by creating a slippery substance beneath you.\nAt 11th level, whenever you hit a creature with a weapon attack, you can expend a power die to have all creatures within 5 feet of the target (excluding yourself) take 2d8 acid damage.\nAt 20th level, you gain the 6th level spell investiture of stone. You can cast this spell once without expending a spell slot, and this spell requires no concentration to maintain when you cast it this way. Once you have used this feature, you must finish a long rest before you can do so again.", :name "Putrid Corrosion"}]}}, :orcpub.dnd.e5/subclasses {:man-at-arms {:class :warden, :key :man-at-arms, :level-modifiers [{:type :armor-prof, :value :heavy} {:type :armor-prof, :value :shields} {:type :weapon-prof, :value :martial}], :name "Man-At-Arms", :option-pack "Warden", :traits [{:description "The following spells are added to the warden spell list for you. The 1st level spells ensnaring strike and thunderous smite. The 2nd level spells flame blade and snilloc's snowball storm. The 3rd level spells elemental weapon and wall of water. The 4th level spells elemental bane and stoneskin.", :name "Expanded Spell List"} {:description "When you hit a creature with a weapon attack and use your Natural Power feature to roll a power die, you can choose to use the maximum result on that die. You can do so after rolling the die, but must do so before the result of the damage deal is announced. You can do this a number of teams equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :level 6, :name "Strength of the Elements"} {:description "If you or an ally you can see within 30 feet of you takes Fire, Cold, Lightning, or Acid damage, you can use your reaction to reduce the damage by half.", :level 10, :name "Element Shielding Aura"} {:description "When you make a weapon attack against a creature, you can use your bonus action to expend a power die and make a melee attack. If this attack uses your Strength modifier, you add the result of the power die to the damage of this attack. If this attack uses your Dexterity modifier, you instead add the result to the attack roll.", :level 14, :name "Nature's Fury"}]}, :primal-champion {:class :warden, :key :primal-champion, :level-modifiers [], :name "Primal Champion", :option-pack "Warden", :traits [{:description "The following spells are added to the warden spell list for you. The first level spells absorb elements and bane. The 2nd level spells earthbind and maximilian's earthen grasp. The 3rd level spells wind wall and haste. The 4th level spells fire shield and storm sphere.", :name "Expanded Spell List"} {:description "Your unarmed strikes use the same type of die as your current power die. You can use Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes. Whenever you take the attack action with an unarmed strike on your turn, you can make on unarmed strike as a bonus action.", :name "Pugilist"} {:description "Whenever you use the Natural Power feature to augment the damage of an unarmed strike, you can roll the power die an additional time and add its result to the damage. You can do this a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :level 6, :name "Burst of Power"} {:description "When taking the attack action with both hands free, your reach increases by 10 feet.", :level 10, :name "Elemental Stance"} {:description "As an action, you can gain one of the following benefits for 1 minute:\nYour feet become covered in flames and your movement becomes doubled.\nYour fists harden and your unarmed strikes deal additional bludgeoning damage equal to your proficiency bonus.\nYou feel the wind at your back. You will not automatically fall if your feet leave the ground. While floating this way, you can move horizontally or descend, but not ascend. You can also choose to ignore any effect that would force you to move or be knocked back. At the end of the duration if you are not on the ground you will begin falling.\nWater swirls around your body and creates a protective shell. All ranged attacks treat you as though you are behind half cover.\nA cloud of ichor taints the air around you as you move. If another creature steps into a space you occupied since you last moved, they immediately make a Constitution saving throw against your ward spell save DC. If they fail, they must take 4d8 poison damage. This ichor cloud disperses when Form of Nature ends.\nOnce you use this feature, you can't do so again until you finish a long rest.", :level 14, :name "Form of Nature"}]}, :prime-focus {:class :warden, :key :prime-focus, :level-modifiers [], :level-selections [{:level 14, :type :prime-element}], :name "Prime Focus", :option-pack "Warden", :traits [{:description "The following spells are added to the Warden Spell list for you to choose from. The 1st level spells faerie fire and tasha's hideous laughter. The 2nd level spells blur and moonbeam. The 3rd level spells blink and daylight. The 4th level spells freedom of movement and polymorph.", :name "Expanded Spell List"} {:description "You learn the shillelagh cantrip.", :name "Natural Weapon"} {:description "You may cast one of the following spells, as a 1st-level spell by expending two power dice: burning hands, earth tremor, ice knife, or thunderwave. These spells are added to your Spells Known and can be cast using Warden spell slots. If you already know any of these spells you may replace them with another spell you have the spell slots to cast.", :level 6, :name "Innate Potential"} {:description "As a bonus action, you can expend a power die and add its result to your AC until the start of your next turn.", :level 10, :name "Primal Dance"} {:description "At 14th level, you choose a second element as described in the Prime Element class feature. You gain the benefits of having both elements and any features that produce an effect based on the element you've chosen allow you access to either benefit but any limitations still apply. You may not choose the same element more than once.", :name "Duplicity"}]}}}, "5eHB - Archivist Class - (NineArtsDragon#3773)" {:orcpub.dnd.e5/classes {:archivist {nil nil, :key :archivist, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple}], :name "Archivist", :subclass-level 3, :option-pack "Archivist Class", :subclass-title "Path of Knowledge", :level-selections [{:num 3, :type :archivist-cantrips} {:level 4, :num 4, :type :archivist-cantrips} {:level 10, :num 5, :type :archivist-cantrips}], :spellcasting {:ability :orcpub.dnd.e5.character/int, :known-mode :schedule, :level-factor 1, :spell-list {1 #{:alarm :create-or-destroy-water :detect-magic :purify-food-and-drink :command :fog-cloud :identify :bless :longstrider :comprehend-languages :bane :heroism :speak-with-animals :inflict-wounds :healing-word :guiding-bolt :find-familiar :sanctuary :illusory-script :detect-poison-and-disease :cure-wounds :jump}, 2 #{:augury :calm-emotions :spiritual-weapon :skywrite :gentle-repose :blindness-deafness :zone-of-truth :silence :protection-from-poison :continual-flame :enhance-ability :lesser-restoration :darkvision :see-invisibility :detect-thoughts :locate-object :warding-bond :find-traps :warding-wind :locate-animals-or-plants :aid :hold-person :pass-without-trace :heat-metal}, 3 #{:elemental-weapon :animate-dead :daylight :sending :remove-curse :clairvoyance :dispel-magic :create-food-and-water :spirit-guardians :nondetection :mass-healing-word :feign-death :meld-into-stone :glyph-of-warding :tongues :revivify :magic-circle :protection-from-energy :flame-arrows :bestow-curse :speak-with-dead :speak-with-plants}, 4 #{:elemental-bane :confusion :hallucinatory-terrain :blight :polymorph :locate-creature :grasping-vine :divination :freedom-of-movement :arcane-eye :death-ward :stoneskin}, 5 #{:awaken :contact-other-plane :contagion :greater-restoration :legend-lore :mass-cure-wounds :modify-memory :scrying}, 6 #{:sunbeam :forbiddance :harm :blade-barrier :true-seeing :find-the-path :heal :word-of-recall :primordial-ward}, 7 #{:etherealness :mirage-arcane :plane-shift :regenerate :reverse-gravity :symbol}, 8 #{:antimagic-field :antipathy-sympathy :control-weather :feeblemind :mind-blank :power-word-stun :sunburst :tsunami}, 9 #{:astral-projection :foresight :gate :mass-heal :power-word-kill :shapechange}}, :spells-known {1 2, 2 1, 3 1, 4 1, 5 1, 6 1, 7 1, 8 1, 9 1, 10 1, 11 1, 13 1, 15 1, 17 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/int true, :orcpub.dnd.e5.character/wis true}, :skill-expertise-options {:choose 1}, :skill-options {:choose 2, :options {:arcana true, :history true, :insight true, :medicine true, :nature true, :religion true}}}, :hit-die 6, :traits [{:description "As a reaction when a creature you see is the target of an attack roll, you can make an Esoteric Knowledge check. On a success, roll 1d4 and subtract the result from the targets AC for that attack. The die increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 17th level.", :name "Esoteric Knowledge (EK)"} {:description "An Esoteric Knowledge check is an Intelligence check made against a creature (DC = 8 + 2x the creature's proficiency). Depending on the creature, certain skills may apply to the roll, which allow you to add your proficiency bonus. The DM can determine the type of roll, or you can reference pg.4 of the Source Document. You can only use EK on a creature once per long rest. Legendary creatures impose disadvantage on the check.", :name "Esoteric Knowledge Checks"} {:description "https://5e.writh.net/wiki/Archivist", :name "Source Document"} {:description "Choose 2 skills from: Arcana, History, Investigation, Nature, and Religion. You gain proficiency with these skills, or expertise if you are already proficient. At 7th level, choose one more skill from this list.", :level 2, :name "Lore Mastery"} {:description "As a reaction when a creature you see make an attack roll, you can make an EK check. On a success, roll your EK die and subtract the result from the triggering attack roll.", :level 5, :name "Tactics"} {:description "As an action, choose a target within 30 ft and make an Esoteric Knowledge check. On a success, the target is Frightened and must move its speed away from you for a number of rounds = your EK die roll. At the end of each of its turns, the target can make a Charisma saving throw to end this effect early.", :level 10, :name "Dread Secrets"} {:description "You can make 2 EK checks against an individual creature per long rest.", :level 18, :name "Exalted Knowledge"} {:description "Your Intelligence score increases by 4 to a maximum of 24.", :level 20, :name "Unrivaled Knowledge"}]}}, :orcpub.dnd.e5/selections {:archivist-cantrips {:key :archivist-cantrips, :name "Archivist Cantrips", :option-pack "Archivist Class", :options [{:description "You gain the Control Flames cantrip.", :name "Control Flames"} {:description "You gain the Create Bonfire cantrip.", :name "Create Bonfire"} {:description "You gain the Frostbite cantrip.", :name "Frostbite"} {:description "You gain the Guidance cantrip.", :name "Guidance"} {:description "You gain the Gust cantrip.", :name "Gust"} {:description "You gain the Light cantrip.", :name "Light"} {:description "You gain the Magic Stone cantrip.", :name "Magic Stone"} {:description "You gain the Mending cantrip.", :name "Mending"} {:description "You gain the Message cantrip.", :name "Message"} {:description "You gain the Minor Illusion cantrip.", :name "Minor Illusion"} {:description "You gain the Mold Earth cantrip.", :name "Mold Earth"} {:description "You gain the Resistance cantrip.", :name "Resistance"} {:description "You gain the Sacred Flame cantrip.", :name "Sacred Flame"} {:description "You gain the Shape Water cantrip.", :name "Shape Water"} {:description "You gain the Shillelagh cantrip.", :name "Shillelagh"} {:description "You gain the Spare the Dying cantrip.", :name "Spare the Dying"} {:description "You gain the Thaumaturgy cantrip.", :name "Thaumaturgy"} {:description "You gain the Thornwhip cantrip.", :name "Thornwhip"} {:description "You gain the Thunderclap cantrip.", :name "Thunderclap"}]}}, :orcpub.dnd.e5/subclasses {:path-of-the-explorer {:class :archivist, :key :path-of-the-explorer, :level-modifiers [{:level 3, :type :armor-prof, :value :medium} {:level 3, :type :armor-prof, :value :shields} {:level 3, :type :weapon-prof, :value :martial}], :name "Path of the Explorer", :option-pack "Archivist Class", :profs {:skill-expertise-options {:options {:investigation false}}}, :traits [{:description "Whenever you would make an Intelligence check as an action, you may do so as a bonus action.", :level 3, :name "Swift Thinker"} {:description "You have advantage on any rolls made to detect or disable traps.", :level 3, :name "Trap Sense"} {:description "When you make a Strength, Dexterity, or Constitution check and apply your Proficiency bonus, you may roll your EK die to lower the DC by the result. (Once per rest)", :level 7, :name "Puissance"} {:description "You ignore all class, race, and level requirements to use magic items.", :level 14, :name "Use Magic Device"}]}, :path-of-the-scholar {:class :archivist, :key :path-of-the-scholar, :level-modifiers [], :name "Path of the Scholar", :option-pack "Archivist Class", :profs {:skill-expertise-options {:options {:acrobatics false, :arcana true, :history true, :investigation true, :nature true, :religion true}}}, :traits [{:description "If you spend at least 1 minute making an Intelligence check with a skill you're proficient in, the lowest you can roll is 10.", :level 3, :name "Bonus Lore"} {:description "Make an EK check against a creature you can see. On a success, the DM must inform you of the target's plan for the next round. If the character is able to take that action on their turn, they must take it. If they are unable to take that action, the DM is free to change the action.", :level 3, :name "Foreknowledge"} {:description "As a bonus action, you can make an EK check against a creature you can see. On a success, all attack rolls made against the target have advantage until the end of your next turn.", :level 7, :name "Advanced Theory"} {:description "As a reaction when a creature you see creates an effect that causes a saving throw, you can make an EK check against them. On a success, roll your EK die and subtract the result from the DC of saving throw for all affected creatures.", :level 14, :name "Preservation"}]}, :path-of-the-usurper {:class :archivist, :key :path-of-the-usurper, :level-modifiers [], :name "Path of the Usurper", :option-pack "Archivist Class", :traits [{:description "When you make a Deception or Persuasion check against a creature, you may also make an EK check as part of the same action. On a success, you gain advantage on the roll.", :level 3, :name "False Tongue"} {:description "Each long rest you can choose one Cleric domain, from which you steal the 2nd level Channel Divinity effects. The Channel Divinity uses your spell save DC and Archivist level. After a long rest you can change which domain you use. (Once per rest)", :level 3, :name "Domain Larceny"} {:description "You have advantage on saves against divine spells, the abilities of Celestials and Fiends, and other divine effects. If both rolls would have succeeded against the ability, you can deal radiant damage to the target = 2x your EK die.", :level 7, :name "Divine Denial"} {:description "When you cast a spell that targets multiple creatures, you may make an EK check against one target. On a success, the target has disadvantage on the saving throw vs your spell and cannot gain resistance to any damage dealt by that spell.", :level 14, :name "Spell Supremacy"}]}}}, "KP - Deep Magic 01 - Clockwork Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/invocations {:cloud-of-cogs {:description "Prerequisite: 3rd level, Great Machine patron\nYou can cast the clockwork spell Gear Barrage once using a warlock spell slot. (Once per long rest)", :key :cloud-of-cogs, :name "Cloud of Cogs", :option-pack "DM Clockwork Magic"}, :heat-of-the-furnace {:description "Prerequisite: 3rd level, Great Machine patron\nAs long as you maintain concentration, your melee attacks do an additional 1d6 fire damage. Creatures within 5 feet who hit you with melee attacks take 1d6 fire damage.", :key :heat-of-the-furnace, :name "Heat of the Furnace", :option-pack "DM Clockwork Magic"}, :voice-of-the-machine {:description "Prerequisite: Great Machine Patron\nSpells you cast that charm or frighten creatures overcome the immunity of constructs to being charmed or frightened. Saving throws apply normally.", :key :voice-of-the-machine, :name "Voice of the Machine", :option-pack "DM Clockwork Magic"}}, :orcpub.dnd.e5/monsters {:summoned-zelekhut {:key :summoned-zelekhut, :int 17, :speed "fly 40 ft.", :name "Summoned Zelekhut", :alignment "lawful good", :cha 15, :hit-points {:die 8, :die-count 11, :modifier 33}, :type :construct, :size :medium, :option-pack "DM Clockwork Magic", :armor-class 19, :str 21, :challenge 7, :con 16, :dex 11, :wis 17, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true, :restrained false}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :language {:celestial true, :common true}}, :traits [{:description "passive Perception 13", :name "Senses"} {:description "The zelekhut has advantage on saving throws against spell and other magical effects.", :name "Magic Resistance"} {:description "The zelekhut makes two spiked chain attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10\nft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7\n(2d6) lightning damage.", :name "Spiked Chain", :type :action}]}}, :orcpub.dnd.e5/spells {:steam-blast-clockwork- {:description "You unleash a burst of superheated steam in a\n15‑foot radius centered on you. All other creatures in\nthat area take 5d8 fire damage, or half damage with\na successful Dexterity saving throw. Nonmagical\nfires smaller than a bonfire are extinguished and\neverything becomes wet.\nAt Higher Levels: When you cast this spell using a\nspell slot of 5th level or higher, add 1d8 damage per\nspell level.", :key :steam-blast-clockwork-, :school "evocation", :name "Steam Blast (Clockwork)", :duration "Instantaneous", :level 4, :option-pack "DM Clockwork Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (15-ft radius)"}, :pendulum-clockwork- {:description "You give the target creature a degree of regularity in\nits motions and fortunes. If the target fails a Wisdom\nsaving throw, then for the duration of the spell it\ndoesn’t make d20 die rolls but instead follows the\nsequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.", :key :pendulum-clockwork-, :school "enchantment", :name "Pendulum (Clockwork)", :duration "Concentration, up to 1 minute", :level 1, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "small pendulum or metronome made of brass and rosewood worth 10 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :power-word-restore-clockwork- {:description "You speak a word of power, and energy washes over\na single construct you touch. The construct regains\nall of its lost hit points, all negative conditions on the\nconstruct end, and it can use a reaction to stand up, if\nit was prone.", :key :power-word-restore-clockwork-, :school "evocation", :name "Power Word Restore (Clockwork)", :duration "Instantaneous", :level 8, :option-pack "DM Clockwork Magic", :components {:material false, :material-component "", :somatic false, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :mass-repair-metal-clockwork- {:description "As repair metal, but you can affect all metal within\nrange. You repair 1d8 + 5 damage to a metal object or\nconstruct by sealing up rents and bending metal back\ninto place.\n\nAt Higher Levels: Casting mass repair metal as a\n6th-level spell repairs 2d8 + 10 damage.", :key :mass-repair-metal-clockwork-, :school "transmutation", :name "Mass Repair Metal (Clockwork)", :duration "Instantaneous", :level 5, :option-pack "DM Clockwork Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (60-foot radius)"}, :fist-of-iron-clockwork- {:description "You transform your naked hand to iron. Your\nunarmed attacks do 1d6 points of bludgeoning\ndamage and are considered magical.", :key :fist-of-iron-clockwork-, :school "transmutation", :name "Fist of Iron (Clockwork)", :duration "Concentration, up to 1 minute.", :level 0, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :heartstop-clockwork- {:description "You slow the beating of a willing target’s heart to the\nrate of one beat per minute. The creature’s breathing\nalmost stops. To a casual or brief observer, the subject\nappears dead. At the end of the spell, the creature\nreturns to normal with no ill effects.", :key :heartstop-clockwork-, :school "necromancy", :name "Heartstop (Clockwork)", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "DM Clockwork Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual true, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :chains-of-the-goddess-clockwork- {:description "Choose a creature you can see within 90 feet. The\ntarget must make a successful Wisdom saving throw\nor be restrained by chains of psychic force and take\n6d8 bludgeoning damage. A restrained creature\nrepeats the saving throw at the end of its turns,\nending the effect on itself with a successful save.\nWhile restrained this way, the creature also takes 6d8\nbludgeoning damage at the start of each of your turns.", :key :chains-of-the-goddess-clockwork-, :school "enchantment", :name "Chains of the Goddess (Clockwork)", :duration "Concentration, up to 1 minute", :level 5, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "1 foot of iron chain", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90 feet"}, :time-jump-clockwork- {:description "You throw a construct forward in time, if it fails a\nConstitution saving throw. The construct disappears\nfor 1d4 + 1 rounds, during which time it cannot act or\nbe acted upon in any way. When the construct returns,\nit is unaware that any time has passed.", :key :time-jump-clockwork-, :school "transmutation", :name "Time Jump (Clockwork)", :duration "Instantaneous", :level 8, :option-pack "DM Clockwork Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :spin-clockwork- {:description "You target a creature within 60 feet and tell it to\nspin. The creature can resist this command with a\nsuccessful Wisdom saving throw. If the saving throw\nfails, the creature spins in place for the duration of the\nspell. A spinning creature repeats the Wisdom saving\nthrow at the end of each of its turns, ending the effect\nwith a success. A creature that has spun for 1 round or\nmore becomes dizzy and has disadvantage on attack\nrolls and ability checks until one round after it stops\nspinning.", :key :spin-clockwork-, :school "enchantment", :name "Spin (Clockwork)", :duration "1 minute", :level 2, :option-pack "DM Clockwork Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 ft"}, :write-memory-clockwork- {:description "You copy your memories, or those learned from the\nspell read memory, onto an empty memory gear.", :key :write-memory-clockwork-, :school "transmutation", :name "Write Memory (Clockwork)", :duration "Instantaneous", :level 2, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "one empty memory gear", :somatic true, :verbal true}, :casting-time "1 hour", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :machine-speech-clockwork- {:description "Your voice, and to a lesser extent your mind, changes\nto communicate only in the whirring clicks of\nmachine speech. Until the end of your next turn, all\nclockwork spells you cast have advantage on their\nattack rolls or the targets have disadvantage on their\nsaving throws.", :key :machine-speech-clockwork-, :school "transmutation", :name "Machine Speech (Clockwork)", :duration "1 round", :level 1, :option-pack "DM Clockwork Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :ritual false, :casting-time "bonus action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :machine-sacrifice-clockwork- {:description "You sacrifice a willing construct you can see to\nimbue a willing target with construct traits. The\ntarget gains resistance to all nonmagical damage and\ngains immunity to the blinded, charmed, deafened,\nfrightened, petrified, and poisoned conditions.", :key :machine-sacrifice-clockwork-, :school "necromancy", :name "Machine Sacrifice (Clockwork)", :duration "Concentration, up to 1 minute", :level 8, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a construct with a least 3 hit die, which is consumed in the casting", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :repair-metal-clockwork- {:description "A damaged construct or metal object regains 1d8 + 5\nhit points when this spell is cast on it.\nAt Higher Levels: The spell restores 2d8 + 10 hit\npoints at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20\nat 8th level.", :key :repair-metal-clockwork-, :school "transmutation", :name "Repair Metal (Clockwork)", :duration "Instantaneous", :level 2, :option-pack "DM Clockwork Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :mechanical-union-clockwork- {:description "You can take control of a construct by voice or mental\ncommands. The construct makes a Wisdom saving\nthrow to resist the spell, and it gets advantage on the\nsaving throw if its CR equals or exceeds your level\nin the class used to cast this spell. Once a command\nis given, the construct does everything it can to\ncomplete the command. Giving a new command\ntakes an action. Constructs will risk harm, even go\ninto combat, on your orders but will not self-destruct;\ngiving such an order ends the spell.", :key :mechanical-union-clockwork-, :school "transmutation", :name "Mechanical Union (Clockwork)", :duration "Concentration, up to 1 hour.", :level 5, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a tiny hammer and adamantine spike worth 100 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :imbue-spell-clockwork- {:description "This ritual allows you to imbue a spell of 1st through\n3rd level that has a casting time of 1 action or less\nonto a gear worth 100 gp per level of spell you are\nimbuing. At the end of the ritual, the gear is placed\ninto a piece of clockwork that includes a timer or\ntrigger mechanism. When the timer or trigger goes\noff, the spell is cast. If the range of the spell was\nTouch, it effects only a target touching the device.\nIf the spell had a range in feet, the spell is cast on\nthe closest viable target within range, based on the\nnature of the spell. Spells with a range of Self or Sight\ncan’t be imbued. If the gear is placed with a timer, it\nactivates when the time elapses regardless of whether\na legitimate target is available.\n\nAt Higher Levels: You can perform this ritual as a 7th\nlevel spell to imbue a spell of 4th or 5th level.", :key :imbue-spell-clockwork-, :school "transmutation", :name "Imbue Spell (Clockwork)", :duration "Instantaneous", :level 5, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a specially designed gear worth 100 gp per spell level - see description", :somatic true, :verbal true}, :ritual true, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :read-memory-clockwork- {:description "You copy the memories of one memory gear into\nyour own mind. You recall these memories as if you\nhad experienced them but without any emotional\nattachment or context.", :key :read-memory-clockwork-, :school "divination", :name "Read Memory (Clockwork)", :duration "Instantaneous", :level 4, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a memory gear from a gearforged", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A damaged construct or metal object regains 1d8 + 5\nhit points when this spell is cast on it.\nAt Higher Levels: The spell restores 2d8 + 10 hit\npoints at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20\nat 8th level.", :key :read-memory-clockwork-, :school "transmutation", :name "Read Memory (Clockwork)", :duration "Instantaneous", :level 2, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a memory gear from a gearforged", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}], :casting-time "10 minutes", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :find-familiar-clockwork-varient- {:description "As with other familiars, the creature only seems\nto be made of clockwork elements, and it is a\nspirit given the seeming of matter by magic.\nUnlike other familiars, it is not celestial, fey, or\nfiend; instead, it has the construct type.\nIf the familiar is destroyed its material\nform dissipates, though the same spirit can\nbe summoned again by casting the spell\nand substituting the charm in place of the\nclockworks. The newly molded charm can\nhave any of the listed forms and need not be\nthe same as the destroyed familiar.", :key :find-familiar-clockwork-varient-, :school "conjuration", :name "Find Familiar (Clockwork Varient)", :duration "Instantaneous", :level 1, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "10 gp worth of clockwork gears, springs, or other components melted in a crucible and molded into a charm shaped like the familiar", :somatic true, :verbal true}, :ritual true, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A damaged construct or metal object regains 1d8 + 5\nhit points when this spell is cast on it.\nAt Higher Levels: The spell restores 2d8 + 10 hit\npoints at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20\nat 8th level.", :key :read-memory-clockwork-, :school "transmutation", :name "Read Memory (Clockwork)", :duration "Instantaneous", :level 2, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a memory gear from a gearforged", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}], :casting-time "1 hour", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "10 feet"}, :catapult-clockwork- {:description "You magically hurl an object or creature weighing\n500 lb. or less 40 feet through the air in a direction of\nyour choosing (including straight up). Objects hurled\nat specific targets require a spell attack roll to hit. A\nthrown creature takes 6d10 bludgeoning damage\nfrom the force of the throw plus any appropriate\nfalling damage, and lands prone. If the target of the\nspell is thrown against another creature, the total\ndamage is divided evenly between them and both\ncreatures are knocked prone.\nAt Higher Levels: When you cast this spell using a\nhigher level spell slot, each additional level increases\nthe damage by 1d10, the distance thrown by 10 feet,\nand the weight thrown by 100 lb.", :key :catapult-clockwork-, :school "transmutation", :name "Catapult (Clockwork)", :duration "Instantaneous", :level 6, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a small platinum lever and fulcrum worth 400 gp", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "400 feet"}, :soul-of-the-machine-clockwork- {:description "One willing creature you touch becomes immune\nto mind-altering effects and psychic damage for the\nspell’s duration.", :key :soul-of-the-machine-clockwork-, :school "abjuration", :name "Soul of the Machine (Clockwork)", :duration "Concentration, up to 1 hour", :level 3, :option-pack "DM Clockwork Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :time-in-a-bottle-clockwork- {:description "You designate a spot within your sight. Time comes\nunder your control in a 20-foot radius centered\non that spot. You can freeze it, reverse it, or move\nit forward by as much as 1 minute as long as you\nmaintain concentration. Nothing and no one,\nyourself included, can enter the field or affect what\nhappens inside it. You can choose to end the effect\nat any moment on your turn, and events progress\nnaturally from there.", :key :time-in-a-bottle-clockwork-, :school "transmutation", :name "Time in a Bottle (Clockwork)", :duration "Concentration, up to 1 minute", :level 9, :option-pack "DM Clockwork Magic", :components {:material false, :material-component "", :somatic false, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Sight"}, :overclock-clockwork- {:description "You cause a targeted piece of clockwork to speed up\npast the point of control for the duration of the spell.\nThe targeted clockwork can’t cast spells with verbal\ncomponents or even communicate effectively (all its\nutterances sound like grinding gears). At the start\nof each of its turns, the target must make a Wisdom\nsaving throw. If the saving throw fails, the clockwork\nmoves at three times its normal speed in a random\ndirection and then its turn ends; it can’t perform any\nother actions. If the saving throw succeeds, then until\nthe end of its turn, the clockwork’s speed is doubled\nand it gains an additional action, which must be\nAttack (one weapon attack only), Dash, Disengage,\nHide, or Use an Object. When the spell ends, the\nclockwork takes 2d8 force damage.", :key :overclock-clockwork-, :school "transmutation", :name "Overclock (Clockwork)", :duration "Concentration, up to 1 minute", :level 3, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a clock key", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}, :move-the-cosmic-wheel-clockwork- {:description "You wind your music box and call forth a piece\nof another plane of existence with which you are\nfamiliar, either through personal experience or\nintense study. The magic creates a bubble of space with\na 30-foot radius within range of you and at a spot you\ndesignate. The portion of your plane that’s inside the\nbubble swaps places with a corresponding portion of\nthe plane your music box is attuned with.\nThere is a 10% chance that the portion of the\nplane you summon arrives with native creatures on\nit. Inanimate objects and non-ambulatory life (like\ntrees) are cut off at the edge of the bubble, while living\ncreatures that don’t fit inside the bubble are shunted\noutside of it before the swap occurs. Otherwise,\ncreatures from both planes that are caught inside the\nbubble are sent along with their chunk of reality to\nthe other plane for the duration of the spell unless\nthey make a successful Charisma saving throw when\nthe spell is cast; with a successful save, a creature can\nchoose whether to shift planes with the bubble or leap\noutside of it a moment before the shift occurs.\nAny natural reaction between the two planes occurs\nnormally (fire spreads, water flows, etc.) while energy\n(such as necrotic energy) leaks slowly across the edge\nof the sphere (no more than a foot or two per hour).\nOtherwise, creatures and effects can move freely\nacross the boundary of the sphere; for the duration of\nthe spell, it becomes a part of its new location to the\nfullest extent possible, given the natures of the two\nplanes. The two displaced bubbles shift back to their\noriginal places automatically after 24 hours.\nNote that the amount of preparation involved\n(acquiring and attuning the music box) precludes\nthis spell from being cast on the spur of the moment.\nBecause of its unpredictable and potentially wideranging\neffect, it’s also advisable to discuss your\ninterest in this spell with your GM before adding it to\nyour character’s repertoire.", :key :move-the-cosmic-wheel-clockwork-, :school "conjuration", :name "Move the Cosmic Wheel (Clockwork)", :duration "24 hours", :level 8, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a music box worth at least 250 gp attuned to a particular plane of existence", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :soulforging-clockwork- {:description "You and a willing humanoid subject must chant an incantation in unison during the entire casting time. At the end of this period the subject’s soul and consciousness leave its body. The subject must make a DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, allowing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the subject’s soul is traumatically drawn back to its body; the subject immediately drops to 0 hit points and is dying. If the save succeeds, the subject’s soul is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a gearforged. It loses all of its previous racial traits and gains gearfoged traits. The subject’s original body dies and cannot be returned to life by any means unless its soul is freed from the soul gem. If the spellcaster dies during a soulforging, the subject also dies and its soul becomes a wraith. Up to four other spellcasters of at least 5th level can assist you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.", :key :soulforging-clockwork-, :school "necromancy", :name "Soulforging (Clockwork)", :duration "Instantaneous", :level 5, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a complete mechanical body worth 10,000 gp", :somatic true, :verbal true}, :casting-time "1 hour (see below)", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :gear-shield-clockwork- {:description "You cause a handful of gears to orbit the target’s\nbody. These shield the spell’s target from incoming\nattacks, granting a +2 bonus to AC and to Dexterity\nand Constitution saving throws for the duration,\nwithout hindering the subject’s movement, vision, or\noutgoing attacks.", :key :gear-shield-clockwork-, :school "abjuration", :name "Gear Shield (Clockwork)", :duration "1 minutes", :level 1, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a handful of gears and sprockets worth 5 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :find-the-flaw-clockwork- {:description "You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.", :key :find-the-flaw-clockwork-, :school "divination", :name "Find the Flaw (Clockwork)", :duration "Instantaneous", :level 1, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a broken gear", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Touch"}, :machines-load-clockwork- {:description "You touch a creature and give it the capacity to\ncarry, lift, push, or drag weight as if it were one size\ncategory larger. If you’re using the encumbrance\nrules, the target is not subject to penalties for weight.\nFurthermore, the subject can carry loads that would\nnormally be unwieldy.\n\nAt Higher Levels: When you cast this spell using\na spell slot higher than 1st, you can touch one\nadditional creature for each spell level.", :key :machines-load-clockwork-, :school "transmutation", :name "Machine's Load (Clockwork)", :duration "Concentration, up to 1 minute", :level 1, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a 1-lb weight", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :gear-barrage-clockwork- {:description "You create a burst of magically-propelled gears. Each\ncreature within a 60-foot cone takes 3d8 slashing\ndamage, or half damage with a successful Dexterity\nsaving throw. Constructs have disadvantage on the\nsaving throw.", :key :gear-barrage-clockwork-, :school "conjuration", :name "Gear Barrage (Clockwork)", :duration "Instantaneous", :level 3, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a handful of gears and sprockets worth 5 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60-foot cone"}, :call-the-hunter-clockwork- {:description "You detach a portion of your soul to become the\nembodiment of justice in the form of a clockwork\noutsider known as a Zelekhut who will serve at\nyour commands for the duration, so long as those\ncommands are consistent with its desire to punish\nwrongdoers. You may give the creature commands as\na bonus action; it acts either immediately before or\nafter you.", :key :call-the-hunter-clockwork-, :school "conjuration", :name "Call the Hunter (Clockwork)", :duration "Concentration, up to 10 minutes", :level 8, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "90 feet"}, :gremlins-clockwork- {:description "You target a construct and summon a plague of\ninvisible spirits to harass it. The target resists the spell\nand negates its effect with a successful Wisdom saving\nthrow. While the spell remains in effect, the construct\nhas disadvantage on attack rolls, ability checks,\nand saving throws, and it takes 3d8 force damage\nat the start of each of its turns as it is magically\ndisassembled by the spirits.\n\nAt Higher Levels: When you cast this spell using a\nspell slot of 5th or higher, the damage increases by 1d8\nfor each slot above 4th.", :key :gremlins-clockwork-, :school "conjuration", :name "Gremlins (Clockwork)", :duration "Concentration, up to 1 minute", :level 4, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a single gear", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :sphere-of-order-clockwork- {:description "You surround yourself with the perfect order of clockwork. Chaotic creatures that start their turn in the area or enter it on their turn take 5d8 psychic\ndamage. The damage is 8d8 for Chaotic aberrations,\ncelestials, elementals, and fiends. A successful\nWisdom saving throw halves the damage, but Chaotic\ncreatures (the only ones affected by the spell) make the\nsaving throw with disadvantage.", :key :sphere-of-order-clockwork-, :school "evocation", :name "Sphere of Order (Clockwork)", :duration "1 round", :level 6, :option-pack "DM Clockwork Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-ft radius)"}, :robe-of-shards-clockwork- {:description "You create a robe of metal shards, gears, and cogs that\nprovides a base AC of 14 + your Dexterity modifier.\nAs a bonus action while protected by a robe of shards,\nyou can command bits of metal from a fallen foe to\nbe absorbed by your robe; each infusion of metal\nincreases your AC by 1, to a maximum of 18 +\nDexterity modifier. You can also use a bonus action\nto dispel the robe, causing it to explode into a shower\nof flying metal that does 8d6 slashing damage, +1d6\nper point of basic (non-Dexterity) AC above 14, to all\ncreatures within 30 feet of you.", :key :robe-of-shards-clockwork-, :school "abjuration", :name "Robe of Shards (Clockwork)", :duration "1 minute", :level 6, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a metal shard", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :steam-whistle-clockwork- {:description "You open your mouth and unleash a shattering\nscream. All other creatures in a 30-foot radius take\n10d10 thunder damage and are deafened for 1d8\nhours. A successful Constitution saving throw halves\nthe damage and reduces deafness to 1d8 rounds.", :key :steam-whistle-clockwork-, :school "evocation", :name "Steam Whistle (Clockwork)", :duration "Instantaneous", :level 8, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a small brass whistle", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (30-ft radius)"}, :armored-heart-clockwork- {:description "The targeted creature gains resistance to\nbludgeoning, slashing, and piercing damage. This\nresistance can be overcome with adamantine or\nmagical weapons.", :key :armored-heart-clockwork-, :school "conjuration", :name "Armored Heart (Clockwork)", :duration "1 round", :level 2, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "5 gp worth of mithral dust sprinkled on the target's skin", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :grinding-gears-clockwork- {:description "You designate a spot within range, and massive gears\nemerge from the ground at that spot, creating difficult\nterrain in a 20-foot radius. Creatures that move in the\narea must make successful Dexterity saving throws\nafter every 10 feet of movement or when they stand\nup. Failure indicates that the creature falls prone and\ntakes 1d8 points of bludgeoning damage.", :key :grinding-gears-clockwork-, :school "evocation", :name "Grinding Gears (Clockwork)", :duration "Concentration, up to 1 minute", :level 4, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a single gear", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :contagion-clockwork-varient- {:description "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.\n\nAt the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.\n\nSince this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.\n\nBlinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.\n\nFilth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.\n\nFlesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\n\nMindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.\n\nRust. The creature's skin peels off, revealing rusted metal. All effects that restore HP are halved for the creature, including long rests. They must succeed a DC 10 Constitution saving throw, or suffer 1 Dexterity damage. They can repeat the saving throw once every 24 hours. Constructs infected with Rust have disadvantage on all saving throws.\n\nSeizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.\n\nSlimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.", :key :contagion-clockwork-varient-, :school "necromancy", :name "Contagion (Clockwork Varient)", :duration "7 days", :level 5, :option-pack "DM Clockwork Magic", :components {:somatic true, :verbal true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :lock-armor-clockwork- {:description "You target a piece of metal equipment or a metal\nconstruct. If the target is a creature wearing metal\narmor or is a construct, it makes a Wisdom saving\nthrow to negate the effect. If the saving throw fails,\nthe spell makes metal cling to metal, making it\nimpossible to move pieces against each other. This\neffectively paralyzes a creature that is made of metal\nor that is wearing metal armor with moving pieces;\nfor example, scale mail would lock up because the\nscales must slide across each other, but a breastplate\nwould be unaffected. Limited movement might still\nbe possible, depending on how extensive the armor is,\nand speech is usually not affected. Metal constructs\nare completely paralyzed. An affected creature or\nconstruct repeats the saving throw at the end of\neach of its turns, ending the effect on itself with a\nsuccess, though constructs make this saving throw\nwith disadvantage. A grease spell dispels lock armor on\neverything in its area of effect.\n\nAt Higher Levels: When casting this spell using a\n3rd level slot or higher, you may target 1 additional\ncreature or item per level.", :key :lock-armor-clockwork-, :school "transmutation", :name "Lock Armor (Clockwork)", :duration "Concentration, up to 1 minute", :level 2, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a pinch of rust and metal shavings", :somatic true, :verbal true}, :ritual false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :analyze-device-clockwork- {:description "You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.", :key :analyze-device-clockwork-, :school "divination", :name "Analyze Device (Clockwork)", :duration "Instantaneous", :level 1, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a complete set of clockworker's tools", :somatic true, :verbal true}, :casting-time "1 hour", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :hellforging-clockwork- {:description "You spend an hour calling forth a disembodied evil\nspirit. At the end of that time, the summoned spirit\nmust make a Charisma saving throw. If the saving\nthrow succeeds, you take 2d10 psychic damage plus\n2d10 necrotic damage from waves of uncontrolled\nenergy rippling out from the disembodied spirit. You\ncan maintain the spell, forcing the subject to repeat\nthe saving throw at the end of each of your turns, with\nthe same consequence to you for each failure. If you\nchoose not to maintain the spell or are unable to do\nso, the evil spirit returns to its place of torment and\ncannot be recalled.\nIf the saving throw fails, the summoned spirit is\ntransferred into the waiting soul gem and immediately\nanimates the constructed body. The subject is now a\nhellforged; it loses all of its previous racial traits and\ngains gearforged traits except as follows:\nVulnerability: Hellforged are vulnerable to radiant\ndamage.\nEvil Mind: Hellforged have disadvantage on saving\nthrows against spells and abilities of evil fiends or\naberrations that effect the mind or behavior.\nPast Life: The hellforged retains only a vague sense\nof who it was in its former existence, but these\nmemories are enough for it to gain proficiency in\none skill.\nLanguages: Hellforged speak Common, Machine\nSpeech, and Infernal or Abyssal\nUp to four other spellcasters of at least 5th level can\nassist you in the ritual. Each assistant increases the\nDC of the Charisma saving throw by 1. In the event\nof a failed saving throw, the spellcaster and each\nassistant take damage. An assistant who drops out of\nthe casting can’t rejoin.", :key :hellforging-clockwork-, :school "necromancy", :name "Hellforging (Clockwork)", :duration "Instantaneous", :level 7, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a complete mechanical body worth 10,000 gp inscribed with demonic runes and containing a ready soul gem", :somatic true, :verbal true}, :ritual true, :casting-time "1 hour (see description)", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :winding-key-clockwork- {:description "You target a construct, giving it an extra action or\nmove on each of its turns.", :key :winding-key-clockwork-, :school "transmutation", :name "Winding Key (Clockwork)", :duration "Concentration, up to 1 minute", :level 2, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "an ornately carved silver key worth 50 gp", :somatic false, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 feet"}, :tick-stop-clockwork- {:description "You speak a word and the target construct can take\none action or bonus action on its next turn, but not\nboth. The construct is immune to further tick stops\nfrom the same caster for 24 hours.", :key :tick-stop-clockwork-, :school "transmutation", :name "Tick Stop (Clockwork)", :duration "1 round", :level 0, :option-pack "DM Clockwork Magic", :components {:material false, :material-component "", :somatic false, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :armored-shell-clockwork- {:description "This spell creates a suit of magical studded leather\narmor (AC 12). It does not grant you proficiency\nin its use. Casters without the appropriate armor\nproficiency suffer disadvantage on any ability check,\nsaving throw, or attack roll that involves Strength or\nDexterity and cannot cast spells.\nAt Higher Levels: Casting armored shell using a\nhigher-level spell slot creates stronger armor: a chain\nshirt (AC 13) at level 2, scale mail (AC 14) at level 3,\nchain mail (AC 16) at level 4, and plate armor (AC 18)\nat level 5.", :key :armored-shell-clockwork-, :school "conjuration", :name "Armored Shell (Clockwork)", :duration "Concentration, up to 1 hour", :level 1, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "rivet", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :thousand-darts-clockwork- {:description "You launch thousands of needlelike darts in a 5-footwide\nline at a target. Creatures in the line take 6d6\npiercing damage, or half damage with a successful\nDexterity saving throw. The primary target of the\nneedles makes the saving throw with disadvantage.\nAt Higher Levels: When you cast this spell using a\nspell slot of 4th level or higher, add 1d6 to the damage\nper spell level.", :key :thousand-darts-clockwork-, :school "evocation", :name "Thousand Darts (Clockwork)", :duration "Instantaneous", :level 3, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "mithril dart worth 25 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (120-foot line)"}, :molechs-blessing-clockwork- {:description "You call upon the dark blessings of the furnace god\nMolech. In an hour-long ritual begun at midnight,\nyou dedicate a living being to Molech by branding the\ndeity’s symbol onto the victim’s forehead. If the ritual\nis completed and the victim fails to make a successful\nWisdom saving throw (or the victim chooses not to\nmake one), the being is transformed into an avatar of\nMolech under your control.\nThe avatar is 8 feet tall and appears to be made of\nblack iron wreathed in flames. Its eyes, mouth, and a\nportion of its torso are cut away to show the churning\nfire inside that crackles with wailing voices. The\navatar has all the statistics and abilities of an earth\nelemental, with the following differences:\n• Alignment is Neutral Evil;\n• Speed is 50 feet and it cannot burrow or use earth\nglide;\n• it gains the fire form ability of a fire elemental, but\nit cannot squeeze through small spaces;\n• its Slam does an additional 1d10 fire damage.\nThis transformation lasts for 24 hours. At the end of\nthat time, the subject returns to its normal state and\ntakes 77 (14d10) fire damage, or half damage with a\nsuccessful DC 15 Constitution saving throw.", :key :molechs-blessing-clockwork-, :school "transmutation", :name "Molech's Blessing (Clockwork)", :duration "Instantaneous", :level 5, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a sentient being and a branding iron with Molech's symbol", :somatic true, :verbal true}, :ritual false, :casting-time "1 hour", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :timeless-engine-clockwork- {:description "You halt the normal processes of degradation and\nwear in a nonmagical clockwork device, making\nnormal maintenance unnecessary and slowing fuel\nconsumption to 1/10th of normal. For magical\ndevices and constructs, the spell greatly reduces wear.\nA magical clockwork device, machine, or creature that\nnormally needs daily maintenance only needs care once\na year; if it previously needed monthly maintenance, it\nnow requires attention only once a decade.", :key :timeless-engine-clockwork-, :school "transmutation", :name "Timeless Engine (Clockwork)", :duration "Until dispelled", :level 7, :option-pack "DM Clockwork Magic", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :absolute-command-clockwork- {:description "You can control a construct you have built with a\nchallenge rating of 6 or less. You can manipulate\nobjects with your construct as precisely as\nits construction allows, and you perceive its\nsurroundings through its sensory inputs as if you\ninhabited its body.\nThe construct uses the caster’s Proficiency bonus\n(modified by the construct’s Strength and Dexterity\nscores). You can use the manipulators of the construct\nto perform any number of skill-based tasks, using the\nconstruct’s Strength and Dexterity modifiers when\nusing skills based on those particular abilities.\nYour body remains immobile, as if paralyzed, for\nthe duration of the spell. The construct must remain\nwithin 100 feet of you. If it moves beyond this\ndistance, the spell immediately ends and the caster’s\nmind returns to his or her body.\nAt Higher Levels: When you cast this spell using\nhigher-level spell slots, you may control a construct\nwith a challenge rating 2 higher for each slot level you\nuse above 4th. The construct’s range also increases by\n10 feet for each slot level.", :key :absolute-command-clockwork-, :school "transmutation", :name "Absolute Command (Clockwork)", :duration "Concentration, up to 10 minutes.", :level 4, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a pair of small gloves fitted with a conduit and worth 100 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :tireless-clockwork- {:description "You grant machinelike stamina to the target. The\ntarget requires no food or drink or rest. It can move\nat three times its normal speed overland and perform\nthree times the usual amount of labor or read at three\ntimes the normal rate. Creatures under the effect\nof the spell are immune to nonmagical exhaustion\nand suffer no consequences for not sleeping or for\noverexertion. This spell does not reduce or prevent\nmagical fatigue or magical exhaustion.", :key :tireless-clockwork-, :school "transmutation", :name "Tireless (Clockwork)", :duration "24 hours", :level 1, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "ever-wound spring worth 50 gp", :somatic true, :verbal false}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :animate-construct-clockwork- {:description "This spell animates a carefully prepared construct of\nTiny size. The object acts immediately, on your turn,\nand can attack your opponents to the best of its ability.\nYou can direct it not to attack, to attack particular\nenemies, or to perform other actions. You choose the\nobject to animate, and you can change that choice\neach time you cast the spell. The cost of the body to\nbe animated is 10 gp x its hit points. The body can be\nreused any number of times, provided it isn’t severely\ndamaged or destroyed.\nIf no prepared construct body is available, you\ncan animate a mass of loose metal or stone instead.\nBefore casting, the loose objects must be arranged\nin a suitable shape (taking up to a minute), and the\nconstruct’s hit points are halved.\nAn animated construct has a Constitution of 10,\nIntelligence and Wisdom 3, and Charisma 1. Other\ncharacteristics are determined by the construct’s size. See the Animated Construct Statistics on pg.9 (https://img.4plebs.org/boards/tg/image/1471/84/1471840560973.pdf)\n", :key :animate-construct-clockwork-, :school "transmutation", :name "Animate Construct (Clockwork)", :duration "Concentration, up to 10 minutes.", :level 1, :option-pack "DM Clockwork Magic", :components {:material true, :material-component "a construct body of appropriate size", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 feet"}}, :orcpub.dnd.e5/subclasses {:clockwork-domain {:class :cleric, :cleric-spells {1 {0 :analyze-device-clockwork-, 1 :pendulum-clockwork-}, 2 {0 :repair-metal-clockwork-, 1 :winding-key-clockwork-}, 3 {0 :overclock-clockwork-, 1 :soul-of-the-machine-clockwork-}, 4 {0 :read-memory-clockwork-, 1 :steam-blast-clockwork-}, 5 {0 :mechanical-union-clockwork-, 1 :mass-repair-metal-clockwork-}}, :key :clockwork-domain, :level-modifiers [{:type :armor-prof, :value :heavy} {:type :tool-prof, :value :tinkers-tools}], :name "Clockwork Domain", :option-pack "DM Clockwork Magic", :traits [{:description "You have advantage on attacks against clockwork creatures and other constructs.", :name "Blessing of the Gears"} {:description "As an action, you can use your Channel Divinity to force one construct within 30 feet of you to make a Wisdom saving throw. On a failure, the construct becomes friendly to you and obeys your commands for 1 minute or until it takes damage from you or your allies. \nIf the the saving throw by 5 or more, the duration is extended to 1 hour, until you use this ability again, or until the construct takes damage from you or your allies. When the effect ends, the construct is aware it was magically controlled by you.", :level 2, :name "Channel Divinity: Construct Mastery"} {:description "Spells you use to heal or repair clockwork creatures, constructs, and objects restore the maximum possible HP.", :level 6, :name "Improved Mending"} {:description "You can choose one construct you control as a channel for your magic. You can cast spells with the range of Self on that creature, and that creature can be the origin of your Touch-ranged spells. These abilities only work so long as that creature is within 60 feet of you.", :level 8, :name "Channel Magic"} {:description "As an action, you can merge with a construct under your control for 1 minute. Your HP is restored as if you had a long rest, but no other class feature. For the duration you gain all of the immunities and qualities of the construct, and you can cast spells, use class features, and communicate normally even if the construct would not be able to do so. (Once per long rest)", :level 17, :name "Clockwork Apotheosis"}]}, :clockwork-mage {:class :wizard, :key :clockwork-mage, :level-modifiers [], :name "Clockwork Mage", :option-pack "DM Clockwork Magic", :traits [{:description "The gold and time to copy a clockwork spell into your spell book is halved.", :level 2, :name "Clockwork Savant"} {:description "When you cast an Animate Construct spell, increase the duration by a number of minutes = your proficiency bonus. At 20th level, you can make the spell permanent until dispelled but cannot have more than one permanent construct at a time.", :level 2, :name "Clockworker's Charm"} {:description "When you grasp a piece of metal of Small size or smaller, you can alter its form into any shape that suits your purpose. The metal must be in your hands and under your control. To create a specific object, such as a key, you must be completely familiar with it. Objects you create can have up to two hinges and a latch, but finer detail is impossible. You can use this feature to the same effect as the Repair Metal spell once per rest.", :level 6, :name "Metal Shape"} {:description "As an action, you can transform into a living construct whose CR is less than or equal to your level for 1 minute. You retain your Intelligence, Wisdom, and Charisma as well as the ability to speak and cast spells. Otherwise, this ability functions like a druid's Wild Shape.", :level 10, :name "Golem Form"} {:description "As an action, you can force one construct you can see within 60 feet to make an Intelligence saving throw. On a failure, the construct become friendly to you and obeys your commands for 1 hour, until you sue this ability again, or until it takes damage from you or your allies. If the saving throw fails by 5 or more, the duration is extended to 6 hours or until one of the other conditions is fulfilled. When the effect ends, the construct is aware it was controlled by you.", :level 14, :name "Clockwork Mastery"}]}, :the-great-machine {:class :warlock, :key :the-great-machine, :level-modifiers [{:level 10, :type :damage-immunity, :value :psychic}], :name "The Great Machine", :option-pack "DM Clockwork Magic", :traits [{:description "At the start of another creature's turn (friend or foe), before that creature moves or takes any action, you can shift your position in initiative to immediately before that creature. If you haven't taken your turn yet this round, you do so. If you have already acted this round, you can either move or take one action. You retain this new spot in initiative. (Once per rest)", :name "Clock's Unwinding"} {:description "When you with an attack, you can choose to reroll the attack with advantage. (Once per rest)", :level 6, :name "Machinelike Precision"} {:description "Your thoughts cannot be read unless you choose to allow it.", :level 10, :name "Mind of Gears"} {:description "As an action, choose one creature within 60 feet. It must succeed a Charisma saving throw or suffer 10d10 psychic damage, and make another Charisma saving throw. If they fail the 2nd saving throw, they are stunned for 1 minute. (Once per rest)", :level 14, :name "Crushing Gears"} {:description "Pact of the Chain: Your familiar retains its normal statistics, but is of the Construct type.\nPact of the Blade: Your pact weapon is a thing of clockwork and gears, changing shape as it unfolds for combat.\nPact of the Tome: The Great Machine grants you a pocket-sized device with arcane cogs, if new cantrips are added, the Warlock can add new gears instead of the usual process.", :name "Pacts"}], :warlock-spells {1 {0 :pendulum-clockwork-, 1 :tireless-clockwork-}, 2 {0 :armored-heart-clockwork-, 1 :lock-armor-clockwork-}, 3 {0 :protection-from-energy, 1 :thousand-darts-clockwork-}, 4 {0 :fabricate, 1 :steam-blast-clockwork-}, 5 {0 :animate-objects, 1 :mechanical-union-clockwork-}}}}}, "DMG Subclasses (LunaMoonbringer#2094)" {:orcpub.dnd.e5/subclasses {:death-domain {:class :cleric, :cleric-spells {1 {0 :false-life, 1 :ray-of-sickness}, 2 {0 :blindness-deafness, 1 :ray-of-enfeeblement}, 3 {0 :animate-dead, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell, 1 :cloudkill}}, :key :death-domain, :level-modifiers [{:type :weapon-prof, :value :martial}], :name "Death Domain", :option-pack "DMG SC", :traits [{:description "When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.", :name "Bonus Proficiency"} {:description "At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.", :name "Reaper"} {:description "Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch. When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.", :level 2, :name "Channel Divinity: Touch of Death"} {:description "Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.", :level 6, :name "Inescapable Destruction"} {:description "At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on eachof the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.", :level 17, :name "Improved Reaper"}]}, :oathbreaker {:class :paladin, :key :oathbreaker, :level-modifiers [{:level 3, :type :spell, :value {:ability :cha, :key :hellish-rebuke, :level 1}} {:level 3, :type :spell, :value {:ability :cha, :key :inflict-wounds, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :darkness, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :crown-of-madness, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :bestow-curse, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :animate-dead, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :blight, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :confusion, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :contagion, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :dominate-person, :level 5}}], :name "Oathbreaker", :option-pack "DMG SC", :traits [{:description "An Oathbreaker paladin of 3rd level or higher gains the\nfollowing two Channel Divinity options:\nControl Undead: As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.\nDreadful Aspect: As an action, the paladin channels the darkest emotions and focuses them into a burst of see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.\n", :level 3, :name "Channel Divinity"} {:description "Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. At 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Hate"} {:description "At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.", :level 15, :name "Supernatural Resistance"} {:description "At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-footradius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4dl0 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.\nWhile the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 +.the paladin's Charisma modifier. After activating the aura, the paladin can't do so again until he or she finishes a long rest.", :level 20, :name "Dread Lord"}]}}}, "5eHB - Compendium of Forgotten Secrets - (Mewberry#4591)" {:orcpub.dnd.e5/invocations {:hide-of-cinders {:description "(Prerequisite: Ashen Wolf patron, Pact of the Blade feature)\n\nYou can summon a coating of ash and smoking wood to cover your skin, protecting you from harm. You can choose to have your AC equal 10 + your Dexterity modifier + your Charisma modifier. When you do, you can use your reaction when you are hit with a melee attack to inflict fire damage equal to your Charisma modifier to your attacker.", :key :hide-of-cinders, :name "Hide of Cinders", :option-pack "Compendium of Forgotten Secrets"}, :grand-executioners-blade {:description "(Prerequisite: Pact of the Blade feature, 15th level)\n\nWhenever you summon your pact weapon, you can use a bonus action to cast a spell of 1st level or higher with a casting time of one action. When you do so, you gain advantage on your next attack made with your pact weapon.", :key :grand-executioners-blade, :name "Grand Executioner's Blade", :option-pack "Compendium of Forgotten Secrets"}, :scythe-of-the-lifetaker {:description "(Prerequisite: Forbidden Graveyard patron, Pact of the Blade feature) \n\nYou can create a glaive of polished bone and golden metal using your Pact of the Blade feature. This weapon deals radiant damage. Whenever you hit a creature with this weapon, you can choose to cast healing word using a warlock spell slot as a bonus action. You can use your Charisma modifier for attack and damage rolls with this weapon.", :key :scythe-of-the-lifetaker, :name "Scythe of the Lifetaker", :option-pack "Compendium of Forgotten Secrets"}, :lord-of-beasts {:description "(Prerequisite: Wild Huntsman patron, 13th level)\n\nYour hounds gain a bonus to their attack and damage rolls equal to your Charisma modifier, and the saving throw on your hound's attacks equals 8 + your proficiency bonus + half your Charisma modifier rounded up. If you have a familiar, it also gains this bonus.", :key :lord-of-beasts, :name "Lord of Beasts", :option-pack "Compendium of Forgotten Secrets"}, :seeker-of-prey {:description "(Prerequisite: Wild Huntsman patron, Pact of the Chain feature)\n\nWhen you have a harrowing hawk as your familiar, it gains additional maximum hit points equal to your warlock level, and you can communicate telepathically with your hounds and steed from up to ten miles away, and can perceive through their senses in the same way you can with your familiar.", :key :seeker-of-prey, :name "Seeker of Prey", :option-pack "Compendium of Forgotten Secrets"}, :clash-of-wills {:description "(Prerequisite: Keeper of the Depths patron, 7th level, Eldritch Blast cantrip)\n\nWhenever you cast eldritch blast, you can use a bonus action to target one creature hit by the spell and contain their magical energy. The target must make a Wisdom saving throw against your warlock spell save DC. If they fail, their concentration saving throws are made with disadvantage until the end of your next turn.", :key :clash-of-wills, :name "Clash of Wills", :option-pack "Compendium of Forgotten Secrets"}, :majestic-scales {:description "(Prerequisite: Serpent Empress patron, 5th level)\n\nWhile not wearing armor or a shield, you can choose to have your AC equal 12 + your Dexterity modifier. While you do so, your skin becomes covered in small, semi-transparent scales, and whenever you take the Dodge action, you also gain advantage on Wisdom and Charisma saving throws.", :key :majestic-scales, :name "Majestic Scales", :option-pack "Compendium of Forgotten Secrets"}, :eldritch-empowerment {:description "(Prerequisite: Pact of the Blade feature, 5th level, Eldritch Blast cantrip)\n\nWhile you are wielding your pact weapon, you can use a bonus action to empower it with your eldritch blast. The first time you hit a creature with your pact weapon before the start of your next turn, it also takes damage and suffers any additional effects as though it were struck by a single beam from your eldritch blast. If you have the Agonizing Blast invocation, you can choose to add your Charisma modifier to the damage roll if you are at least 11th level.", :key :eldritch-empowerment, :name "Eldritch Empowerment", :option-pack "Compendium of Forgotten Secrets"}, :binding-blast {:description "(Prerequisite: 9th level, Weaver of Lies patron, Eldritch Blast cantrip)\n\nWhenever you cast eldritch blast, you can use a bonus action to send transparent webbing to bind all targets that you've hit with your eldritch blast. None of the targets can move farther from one another than they were when you cast the spell unless they succeed a Strength (Athletics) check against your warlock spell save DC at the start of their next turn, which frees them from the webbing. Forced movement, such as a shove, automatically breaks the webbing.", :key :binding-blast, :name "Binding Blast", :option-pack "Compendium of Forgotten Secrets"}, :compositions-of-the-masters {:description "(Prerequisite: Perfect Chord patron, Pact of the Tome feature)\n\nYour ability to speak and cast spells is not impeded by being unable to produce sound, such as when you are within the area of the silence spell. Physical impediments such as gags are still effective. You also become immune to the deafened condition.", :key :compositions-of-the-masters, :name "Compositions of the Masters", :option-pack "Compendium of Forgotten Secrets"}, :speck-of-sunlight {:description "(Prerequisite: Fallen Exile Patron, Pact of the Chain feature)\n\nIf you have a sunlit shard as your familiar, it gains additional hit points equal to your warlock level, and it can teleport up to 30 feet using a bonus action.", :key :speck-of-sunlight, :name "Speck of Sunlight", :option-pack "Compendium of Forgotten Secrets"}, :chronicle-of-winters-past {:description "(Prerequisite: Wild Huntsman patron, Pact of the Tome feature)\n\nYou can use an action to infuse yourself with the most bitter of glacial ice. For one minute, cold damage you deal treats immunity to cold damage as resistance to cold damage. You also gain immunity to cold damage for the duration. Once you do so, you cannot do so again until you finish a short or long rest.", :key :chronicle-of-winters-past, :name "Chronicle of Winters Past", :option-pack "Compendium of Forgotten Secrets"}, :the-exiles-demand {:description "(Prerequisite: Fallen Exile Patron, 20th level)\n\nYou can cast wish once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.", :key :the-exiles-demand, :name "The Exile's Demand", :option-pack "Compendium of Forgotten Secrets"}, :ledger-of-the-deceased {:description "(Prerequisite: Forbidden Graveyard patron, Pact of the Tome feature)\n\nWhenever you cast a cantrip that deals damage, you can change the damage type to necrotic. When you do so and damage a creature, you can grant temporary hit points equal to your Charisma modifier to a creature other than yourself within 30 feet by using a bonus action.", :key :ledger-of-the-deceased, :name "Ledger of the Deceased", :option-pack "Compendium of Forgotten Secrets"}, :grand-occultists-tome {:description "(Prerequisite: Pact of the Tome feature, 15th level)\n\nWhenever you cast a cantrip, you can use a bonus action to empower yourself with a defensive aura. Until the start of your next turn, whenever a hostile creature enters a space within 5 feet of you, you can use your reaction to trigger the aura, pushing the enemy up to 10 feet directly away from you.", :key :grand-occultists-tome, :name "Grand Occultist's Tome", :option-pack "Compendium of Forgotten Secrets"}, :grim-harvester {:description "(Prerequisite: Wild Huntsman patron)\n\nYou can use your action to take a trophy from a corpse. You can gain advantage on one single attack roll, skill check, or saving throw of your choosing before the next dawn. You can use this feature twice, and recover all expended uses whenever you finish a short or long rest.", :key :grim-harvester, :name "Grim Harvester", :option-pack "Compendium of Forgotten Secrets"}, :essence-of-the-sky {:description "(Prerequisite: Storm Lord Patron, Pact of the Chain feature)\n\nIf you have a spark seeker as your familiar, it gains additional hit points equal to your warlock level. Whenever you cast a spell that deals thunder or lightning damage or is from the patron's Expanded Spell List, the seeker can attack with its spikeshard as a reaction.", :key :essence-of-the-sky, :name "Essence of the Sky", :option-pack "Compendium of Forgotten Secrets"}, :slick-hands {:description "(Prerequisite: Gelatinous Convocation patron, 7th level)\n\nYour arms extend in rope-like coils of ooze. Your reach for melee attacks and spells that you cast with a range of touch increases by 5 feet. Also, you have advantage on checks to escape a grapple and on Sleight of Hand checks.", :key :slick-hands, :name "Slick Hands", :option-pack "Compendium of Forgotten Secrets"}, :cursed-portfolio {:description "(Prerequisites: Gray Portrait patron, Pact of the Tome feature)\n\nWhenever you cast a spell that creates an illusion, you can use a bonus action to become invisible until the start of your next turn, leaving an illusion of yourself standing in your place. You can do this a number of times equal to your Charisma modifier, and these uses recover when you finish a long rest.", :key :cursed-portfolio, :name "Cursed Portfolio", :option-pack "Compendium of Forgotten Secrets"}, :sleepless-nights {:description "(Prerequisite: Shadowcat Patron)\n\nYou no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you must still perform only light activity, such as reading or keeping watch.", :key :sleepless-nights, :name "Sleepless Nights", :option-pack "Compendium of Forgotten Secrets"}, :deepest-sympathies {:description "(Prerequisite: Keeper of the Depths patron, Pact of the Chain feature)\n\nIf you have an eyeless watcher as a familiar, it gains additional maximum hit points equal to your warlock level. Whenever it takes the Help action, it can use a bonus action to allow you to add your Charisma modifier to the result of the first damage roll you make before its next turn.", :key :deepest-sympathies, :name "Deepest Sympathies", :option-pack "Compendium of Forgotten Secrets"}, :duskborn-companion {:description "(Prerequisite: Shadowcat Patron, Pact of the Chain feature)\n\nWhen you have a dimcat as your familiar, it gains additional maximum hit points equal to your warlock level. Whenever it is touching you, you can see in magical darkness and gain darkvision out to 120 feet.", :key :duskborn-companion, :name "Duskborn Companion", :option-pack "Compendium of Forgotten Secrets"}, :slime-sword {:description "(Prerequisite: Gelatinous Convocation patron, Pact of the Blade feature)\n\nYou can create a scimitar made from colorful ooze using your Pact of the Blade feature. This weapon can inflict acid or slashing damage (your choice). Whenever you hit an enemy with this weapon, you can use a bonus action to attempt to grapple the target.", :key :slime-sword, :name "Slime Sword", :option-pack "Compendium of Forgotten Secrets"}, :codex-of-the-black-dawn {:description "(Prerequisite: Shadowcat Patron, Pact of the Tome feature)\n\nYou can summon forth a convocation of servants from the Shadowcat to deepen the darkness of an area. By performing a 10-minute ritual, you can create a small, cold and black false-flame around an object which reduces bright light to dim light and dim light to non-magical darkness within a 30- foot radius. You can perform this ritual three times, after which you cannot do so again until you finish a long rest. Each false-flame remains until you dispel it as an action or it comes into contact with real fire.", :key :codex-of-the-black-dawn, :name "Codex of the Black Dawn", :option-pack "Compendium of Forgotten Secrets"}, :scorched-blade {:description "(Prerequisite: Ashen Wolf patron, Pact of the Blade feature)\n\nYou can create a wickedly-barbed longsword made from embers and red-hot steel using your Pact of the Blade feature. You can choose to have this weapon deal fire damage. When you grapple a target while holding this weapon, you can choose to inflict fire damage equal to your Charisma modifier to the target at the start of each of your turns. Damage this weapon deals treats immunity to fire damage as resistance to fire damage instead. You can choose to use your Charisma modifier for attack and damage rolls made with this weapon.", :key :scorched-blade, :name "Scorched Blade", :option-pack "Compendium of Forgotten Secrets"}, :allegro-vivace {:description "(Prerequisite: Perfect Chord patron, 9th level)\n\nYou can cast greater restoration using a warlock spell slot. Once you cast this spell, you cannot do so again until you finish a long rest.", :key :allegro-vivace, :name "Allegro Vivace", :option-pack "Compendium of Forgotten Secrets"}, :acolytes-of-the-arachnid {:description "(Prerequisite: Weaver of Lies patron, Pact of the Tome feature)\n\nWhenever you finish a short or long rest, you can perform a weaving ritual over the course of 10 minutes. When you finish, you can touch a number of creatures equal to your Charisma modifier. These creatures are immune to the web spell or natural webbing and climbing costs no extra movement while the creature is touching a web. This lasts until that creature finishes a short or long rest.", :key :acolytes-of-the-arachnid, :name "Acolytes of the Arachnid", :option-pack "Compendium of Forgotten Secrets"}, :stolen-heart {:description "(Prerequisite: Fallen Exile Patron, Pact of the Blade feature)\n\nYou can create a pike made from smooth black metal impaling a gleaming gemstone using your Pact of the Blade feature. While you are wielding this weapon, you can choose to cast cantrips through your Cosmic Conduit feature, though the additional fire damage or temporary hit points do not apply, and you cannot do so with cantrips that require a weapon attack. You can choose to use your Charisma modifier for attack and damage rolls with this weapon.", :key :stolen-heart, :name "Stolen Heart", :option-pack "Compendium of Forgotten Secrets"}, :wicked-waltz {:description "(Prerequisite: Perfect Chord patron, 17th level)\n\nYou can cast Otto's irresistible dance once without using a spell slot. You cannot do so again until you finish a long rest.", :key :wicked-waltz, :name "Wicked Waltz", :option-pack "Compendium of Forgotten Secrets"}, :handmaidens-friend {:description "(Prerequisite: Serpent Empress patron, Pact of the Chain feature)\n\nWhen you have an imperial cobra as your familiar, it gains additional maximum hit points equal to your warlock level, and you can cast the poison spray cantrip, using your familiar as the point of origin for the spellcasting.", :key :handmaidens-friend, :name "Handmaiden's Friend", :option-pack "Compendium of Forgotten Secrets"}, :venomous-blast {:description "(Prerequisite: Serpent Empress patron, 7th level, Eldritch Blast cantrip)\n\nWhenever you cast eldritch blast you can use a bonus action to turn it into a venomous blast. Each beam deals 3d4 poison damage instead of the normal value, and if you hit a target with two or more beams simultaneously, they must make a Constitution saving throw against your warlock spell save DC or be poisoned until the end of your next turn.", :key :venomous-blast, :name "Venomous Blast", :option-pack "Compendium of Forgotten Secrets"}, :will-of-the-saint {:description "(Prerequisites: Warrior-Saint Patron)\n\nYou can choose to have your AC equal 13 + your Strength modifier, as the robes of the Warrior-Saint cover your armor and flesh to protect you from harm. A shield's benefits apply as normal. Additionally, you can bypass the effects of the nondetection spell as the Saint's impartial gaze comes more easily to you.", :key :will-of-the-saint, :name "Will of the Saint", :option-pack "Compendium of Forgotten Secrets"}, :ophidian-fang {:description "(Prerequisite: Serpent Empress patron, Pact of the Blade feature)\n\nYou can create a shortsword carved from the fang of a giant serpent with a hilt of gold wrapped in snakeskin using your Pact of the Blade feature. This weapon inflicts poison or piercing damage (your choice). Whenever you hit a target with this weapon, you can use a bonus action to take the Disengage action. Once you do so, you can't do so again until you inflict the poisoned condition on an enemy, or you finish a short or long rest. Critical hits with this weapon cause the enemy to be poisoned until the end of your next turn.", :key :ophidian-fang, :name "Ophidian Fang", :option-pack "Compendium of Forgotten Secrets"}, :soul-burning-incantation {:description "(Prerequisite: Forbidden Graveyard patron, Eldritch Blast cantrip)\n\nWhenever you cast eldritch blast, you can use a bonus action to empower the spell with unbalancing energy. Each enemy hit takes an additional 1 necrotic damage, and if this attack kills them or is used on their corpse, they cannot be resurrected or raised as undead by a spell cast using a spell slot lower than 6th level.", :key :soul-burning-incantation, :name "Soul-Burning Incantation", :option-pack "Compendium of Forgotten Secrets"}, :blasphemous-whisper {:description "(Prerequisite: 7th level, Weaver of Lies patron)\n\nYou can activate the Poisoned Mind feature whenever you cast a cantrip that targets only one enemy creature and requires a saving throw or melee spell attack.", :key :blasphemous-whisper, :name "Blasphemous Whisper", :option-pack "Compendium of Forgotten Secrets"}, :servants-of-the-citadel {:description "(Prerequisite: Eternal Citadel patron, Eldritch Blast cantrip)\n\nWhenever you deal damage to an enemy creature with eldritch blast, you can use your bonus action to grant temporary hit points equal to your Charisma modifier to an ally that you can see within 60 feet.", :key :servants-of-the-citadel, :name "Servants of the Citadel", :option-pack "Compendium of Forgotten Secrets"}, :signature-work {:description "(Prerequisites: Gray Portrait patron, 16th level)\n\nYou can cast programmed illusion without using a spell slot.\nWhen you do, you can choose a single cantrip that you can cast. The illusion can cast this cantrip once per minute as part of its programming. It uses your warlock spellcasting ability for attack rolls and saving throw DCs. If you grant a cantrip to an illusion and the illusion would suffer damage from an attack, it is immediately dispelled.\n\nOnce you do this, you cannot do so again until you finish a long rest.", :key :signature-work, :name "Signature Work", :option-pack "Compendium of Forgotten Secrets"}, :steadfast-companion {:description "(Prerequisite: Eternal Citadel patron, Pact of the Chain feature)\n\nIf you have an animate shield as your familiar, it gains additional hit points equal to you warlock level. You can cast the mending and light cantrips.", :key :steadfast-companion, :name "Steadfast Companion", :option-pack "Compendium of Forgotten Secrets"}, :hellfire-infusion {:description "(Prerequisite: Ashen Wolf patron, Eldritch Blast cantrip) \n\nWhenever you cast eldritch blast, you can use your bonus action to empower it with elemental fire. The damage dice per blast changes to 3d4, and the spell deals fire damage instead of force damage. When you do so, enemies within 5 feet of you take necrotic damage equal to 1d4 + your Charisma modifier.", :key :hellfire-infusion, :name "Hellfire Infusion", :option-pack "Compendium of Forgotten Secrets"}, :masterful-artisian {:description "(Prerequisites: Gray Portrait patron, 6th level)\n\nYou learn to cast even the most complex of spells using pure creative talent. Whenever you cast a spell that has a material component, you can choose to ignore the material component if it does not have a cost in gold. When you cast a spell that has a material component that does have a cost in gold, you can increase the casting time according to the following table in order to ignore the material component. Whenever you cast a spell with a casting time greater than 8 hours, you gain one level of exhaustion for each 8-hour period after the first. If this would cause you to reach the maximum level of exhaustion and die, your spellcasting continues until you are interrupted or you finish, at which point you would die. If the material component is directly tied to the spell itself, such as in the spell imprisonment, then you magically produce an artwork of equivalent value as part of the spellcasting process.\n\nCasting/GP Value Time Table\n10 gp: +1 round\n50 gp: +1 hour\n100 gp: The greater of 2x base casting time or 4 hours\n1,000 gp: The greater of 5x base casting time or 16 hours\n10,000 gp: The greater of 10x base casting time or 24 hours\n10,001+ gp: The greater of 25x base casting time or 40 hours\n\nWhen consulting this table, choose the lowest gold value that would fully cover the gold value of the material component.", :key :masterful-artisian, :name "Masterful Artisian", :option-pack "Compendium of Forgotten Secrets"}, :hidden-lodge {:description "(Prerequisite: Wild Huntsman patron, 15th level)\n\nYou can cast Mordenkainen's Magnificent Mansion once without expending a spell slot. You can't do so again until you finish a long rest.", :key :hidden-lodge, :name "Hidden Lodge", :option-pack "Compendium of Forgotten Secrets"}, :nightmarish-blast {:description "(Prerequisite: Accursed Archive patron, 7th level, Eldritch Blast cantrip)\n\nWhen you cast eldritch blast, you can use a bonus action to convert it into a nightmarish blast. Roll a d4 and consult the Archivist's Index table. Each beam deals 3d4 damage of this type, and one struck target of your choosing cannot take reactions until the start of its next turn.", :key :nightmarish-blast, :name "Nightmarish Blast", :option-pack "Compendium of Forgotten Secrets"}, :caustic-blast {:description "(Prerequisite: Gelatinous Convocation patron, 7th level, Eldritch Blast cantrip)\n\nWhenever you cast eldritch blast, you can use a bonus action to change it into a caustic blast. Each beam deals 3d4 acid damage instead of the normal value. This attack inflicts the maximum possible damage per roll to unattended objects and structures.", :key :caustic-blast, :name "Caustic Blast", :option-pack "Compendium of Forgotten Secrets"}, :preserved-document {:description "(Prerequisite: Eternal Citadel patron, Pact of the Tome feature)\n\nWhenever you sign a contract or otherwise make a deal, you are instantly aware of any attempt by the other parties involved of anything that would explicitly break the written agreement.", :key :preserved-document, :name "Preserved Document", :option-pack "Compendium of Forgotten Secrets"}, :scroll-of-imperial-authority {:description "(Prerequisite: Serpent Empress patron, Pact of the Tome feature)\n\nYou can cast beast bond and beast sense at will without expending a spell slot, but the creature you select must be a snake or other reptile. Whenever you cast these spells, they do not require concentration, but you can only have one active at a time.", :key :scroll-of-imperial-authority, :name "Scroll of Imperial Authority", :option-pack "Compendium of Forgotten Secrets"}, :awestruck-awakening {:description "(Prerequisite: Keeper of the Depths patron)\n\nWhenever you finish a long rest, your mind overflows with the terrible secrets of your patron. You can speak to one allied creature over the course of 10 minutes, filling its mind with what you've learned. That creature can add your proficiency bonus to one skill or tool of your choice that it is not already proficient in until its next long rest.", :key :awestruck-awakening, :name "Awestruck Awakening", :option-pack "Compendium of Forgotten Secrets"}, :hunger-of-the-wolf {:description "(Prerequisite: Ashen Wolf patron)\n\nWhenever you reduce a creature to 0 hit points, you can use a bonus action to cast a cantrip targeting an enemy within 10 feet. Once you use this invocation, you cannot do so again until you finish a short or long rest.", :key :hunger-of-the-wolf, :name "Hunger of the Wolf", :option-pack "Compendium of Forgotten Secrets"}, :sacrificial-demise {:description "(Prerequisite: Pact of the Chain feature, 6th level)\n\nAs an action, you can cause your familiar to sacrifice itself in an explosion of eldritch power. Choose any damage type that the familiar can inflict with an attack. Creatures within 20 feet of your familiar must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d6 damage per two warlock levels you possess of the chosen damage type, or half as much damage if they succeed. Your familiar is instantly slain by this sacrificial attack, but can be summoned again by casting find familiar as normal.", :key :sacrificial-demise, :name "Sacrificial Demise", :option-pack "Compendium of Forgotten Secrets"}, :eldritch-shaping {:description "(Prerequisite: 5th level, Eldritch Blast cantrip)\n\nYou've learned to change how your eldritch blast is produced, and can modify how it affects others. You can take this invocation multiple times. The first time, you learn two of the following eldritch blast shapes that you qualify for. Each subsequent time, you learn two additional shapes. Whenever you gain another warlock level, you can change the shapes you have access to.\n\nWhenever you cast eldritch blast, you can choose one of the following shapes for it to take. Agonizing Blast, Repelling Blast, and anything other than a change to the damage type of eldritch blast are \"additional effects\".\n\nEldritch Cone\nYour blast is shaped into a 15-foot cone. Each creature within must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d4+1 force damage per beam your eldritch blast can produce, and are subject to any additional effects as though struck by half your maximum number of beams, rounded down.\n\nEldritch Shockwave\nYour blast is shaped into a 30-foot line. Each creature within must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d4+1 force damage per beam your eldritch blast can produce, and are subject to any additional effects as though struck by half your maximum number of beams, rounded down.\n\nEldritch Ray\nYour blast is overcharged into a ray of power that targets a single enemy within the range. The target creature must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d12 force damage per beam your eldritch blast can produce, and are subject to any additional effects as though struck by half your maximum number of beams, rounded down.\n\nEldritch Shield\nPrerequisite: 9th level\nYour blast is shaped into a shield of energy around you that lasts for three rounds. While the shield is active, you gain a +1 bonus to your AC. If you are attacked, you can use your reaction to launch one beam of your eldritch blast at the attacker before the attack strikes. After you use this reaction, the shield fades.\n\nEldritch Spike\nPrerequisite: 13th level\nYour blast is shaped into a lance that juts up from the ground at a distant location. Choose a 20-foot line with an origin point within 60 feet of you. Each creature in the area must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d6 force damage per beam your eldritch blast can produce, and are subject to any additional effects as though struck by half your maximum number of beams, rounded down.\n\nEldritch Onslaught\nPrerequisite: 16th level\nYour blast is shaped into a massive sphere. Choose a radius of up to 20 feet within the range of your eldritch blast. Each creature within must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d4+1 force damage per beam your eldritch blast can produce, and are subject to any additional effects as though struck by half your maximum number of beams, rounded down.", :key :eldritch-shaping, :name "Eldritch Shaping", :option-pack "Compendium of Forgotten Secrets"}, :net-of-the-harvester {:description "(Prerequisite: Keeper of the Depths patron, Pact of the Blade feature)\n\nYou can create a net made of coiled seaweed and living flesh using your Pact of the Blade feature. It has a range of 15/30, AC 15, and hit points equal to 5 + your warlock level. The Strength DC to break free is equal to your warlock spell save DC. Creatures entangled in this net suffer 1d8 lightning damage whenever they knowingly lie.", :key :net-of-the-harvester, :name "Net of the Harvester", :option-pack "Compendium of Forgotten Secrets"}, :assassin-in-the-dark {:description "(Prerequisite: Weaver of Lies patron, Pact of the Chain feature)\n\nIf you have a shade widow as your familiar, it gains additional hit points equal to your warlock level. Whenever it uses the Bite action, you can use your reaction to impose disadvantage on the target's first Constitution saving throw against the widow's poison.", :key :assassin-in-the-dark, :name "Assassin in the Dark", :option-pack "Compendium of Forgotten Secrets"}, :curse-of-carasphyx {:description "(Prerequisite: Accursed Archive patron, 7th level)\n\nYour flesh grows aged in appearance but is imbued with terrible might. While you are not wearing armor, you can choose to have your AC equal 10 + your Charisma modifier + your Strength modifier.", :key :curse-of-carasphyx, :name "Curse of Carasphyx", :option-pack "Compendium of Forgotten Secrets"}, :frostbound-armor {:description "(Prerequisite: Wild Huntsman patron, 5th level)\n\nYou gain proficiency in medium armor and heavy armor.", :key :frostbound-armor, :name "Frostbound Armor", :option-pack "Compendium of Forgotten Secrets"}, :titanic-might {:description "(Prerequisites: Warrior-Saint Patron, 11th level)\n\nWhenever you have activated Hands of the Saint, your body flows with righteous power. You count as one size larger for the purposes of grappling and encumbrance, and you gain immunity to falling damage and damage from being forcibly moved.", :key :titanic-might, :name "Titanic Might", :option-pack "Compendium of Forgotten Secrets"}, :windswept-defense {:description "(Prerequisite: Storm Lord Patron, Pact of the Blade feature)\n\nWhenever you are wearing no armor or shield, you can choose to have your AC equal 11 + your Charisma modifier. While you do so, you can use your reaction to move up to 10 feet without provoking an opportunity attack whenever you are targeted with a melee attack, potentially causing the attack to miss if the enemy cannot pursue.", :key :windswept-defense, :name "Windswept Defense", :option-pack "Compendium of Forgotten Secrets"}, :magnum-opus {:description "(Prerequisites: Gray Portrait patron, 18th level)\n\nYou can cast mirage arcane and symbol without expending a spell slot. You can cast one of these spells once. After you do so, you cannot do so again until you finish a long rest.", :key :magnum-opus, :name "Magnum Opus", :option-pack "Compendium of Forgotten Secrets"}, :essence-of-ash {:description "(Prerequisite: Ashen Wolf patron, Pact of the Chain feature)\n\nIf you have an emberborn as your familiar, it gains additional hit points equal to your warlock level plus twice your Charisma modifier. When you reach 11th level, the emberborn can grow in size to become a Medium creature, at your discretion. While it isMedium, its bite attack deals 2d6 piercing damage and 2d6 fire damage, and the emberborn's speed increases to 50 feet.\n\nCreatures hit by the bite attack must make a DC 13 Strength saving throw or be knocked prone. At 16th level, the Medium emberborn's bite attack deals 3d6 piercing damage and 3d6 fire damage.", :key :essence-of-ash, :name "Essence of Ash", :option-pack "Compendium of Forgotten Secrets"}, :grand-summoners-chain {:description "(Prerequisite: Pact of the Chain feature, 15th level)\n\nYour control over your familiar increases. You can choose to instantly cast find familiar without expending a spell slot immediately after you finish a short or long rest, and you do not need material components for this spell.", :key :grand-summoners-chain, :name "Grand Summoner's Chain", :option-pack "Compendium of Forgotten Secrets"}, :unusual-form {:description "(Prerequisite: Gelatinous Convocation patron, 13th level)\n\nWhenever you would be subject to a critical hit, roll a d4. If the result is a 4, the critical hit is reduced to a normal hit. Additionally, you gain resistance to poison damage.", :key :unusual-form, :name "Unusual Form", :option-pack "Compendium of Forgotten Secrets"}, :lair-of-the-liar {:description "(Prerequisite: Weaver of Lies patron, 7th level)\n\nYou can cast the web spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a short or long rest. Whenever you cast web and maintain concentration for the full duration, you can choose to have the web become permanent and impossible to dispel.", :key :lair-of-the-liar, :name "Lair of the Liar", :option-pack "Compendium of Forgotten Secrets"}, :arc-lightning {:description "(Prerequisite: Storm Lord Patron, 11th level, Eldritch Blast cantrip)\n\nWhenever you hit an enemy with eldritch blast, you can use a bonus action to cast lightning bolt directly at the target using a warlock spell slot.", :key :arc-lightning, :name "Arc Lightning", :option-pack "Compendium of Forgotten Secrets"}, :eldritch-claws {:description "(Prerequisite: Shadowcat patron, 7th level)\n\nWhenever you use your Claws of Shade feature to reduce a creature to 0 hit points, you recover that use of the feature and can make a single melee weapon attack as part of the same reaction.", :key :eldritch-claws, :name "Eldritch Claws", :option-pack "Compendium of Forgotten Secrets"}, :grimoire-of-the-endless-rain {:description "(Prerequisite: Storm Lord Patron, Pact of the Tome feature)\n\nWhenever you finish a long rest, you can spend 10 minutes performing a ritual to change the weather within a 1-mile radius. When you do, an unnatural storm appears and slowly follows you around, gently raining and occasionally flashing with lighting. Whenever you reduce a creature to 0 hit points while outside, you can use your reaction to call a bolt of lightning to strike your outraised hand. Creatures of your choosing within a 5-foot radius must make a Constitution saving throw against your warlock spell save DC. Those that fail are deafened for one minute, and you gain resistance to thunder and lightning damage for one minute.", :key :grimoire-of-the-endless-rain, :name "Grimoire of the Endless Rain", :option-pack "Compendium of Forgotten Secrets"}, :living-art {:description "(Prerequisites: Gray Portrait patron, Pact of the Chain feature)\n\nWhen you have an animate image as your familiar, it gains additional maximum hit points equal to your warlock level. The first time you attack a creature that the image has used the Help action on within the past round, the creature takes slashing damage equal to your Charisma modifier.", :key :living-art, :name "Living Art", :option-pack "Compendium of Forgotten Secrets"}, :scribes-adjunct {:description "(Prerequisite: Accursed Archive patron, Pact of the Chain feature)\n\nWhile you have a record-hunter as your familiar, it gains additional maximum hit points equal to your warlock level, and you gain the ability to cast the mending cantrip.", :key :scribes-adjunct, :name "Scribe's Adjunct", :option-pack "Compendium of Forgotten Secrets"}, :eyes-of-the-lost {:description "(Prerequisite: Forbidden Graveyard patron)\n\nAs an action, you can choose to perceive through the senses of an undead creature within 120 feet. While you do so, you are considered deaf and blind to your own senses.", :key :eyes-of-the-lost, :name "Eyes of the Lost", :option-pack "Compendium of Forgotten Secrets"}, :astrological-chart {:description "(Prerequisite: Fallen Exile Patron, Pact of the Tome feature)\n\nWhenever you are attacked, you can use a reaction to unleash a wave of sparkling light around yourself in a 10-foot radius. All invisible creatures and objects within the area are highlighted in glowing motes of stardust. Hostile creatures within the radius must make a Wisdom saving throw against your warlock spell save DC. Those that fail are blinded until the start of your next turn.\n\nOnce you do this, you cannot do so again until you finish a short or long rest. Additionally, you cannot become lost even due to magical interference whenever you have an unobstructed view of the night sky, and you gain advantage on checks made to navigate at night.", :key :astrological-chart, :name "Astrological Chart", :option-pack "Compendium of Forgotten Secrets"}, :all-else-equal {:description "(Prerequisites: Warrior-Saint Patron, 7th level)\n\nYou can choose to have searing smite, blinding smite, and banishing smite apply whenever you strike a target with any attack, rather than only weapon attacks.", :key :all-else-equal, :name "All Else Equal", :option-pack "Compendium of Forgotten Secrets"}, :chronicle-of-the-flame {:description "(Prerequisite: Ashen Wolf patron, Pact of the Tome feature)\n\nYou can perform a ritual honoring your patron during a short or long rest. When you do so, choose either Dexterity or Strength saving throws. When you make a saving throw of this type, you can use a reaction to gain advantage on that saving throw and cast a single cantrip. Once you use this reaction, you cannot do so again until you finish a short or long rest.", :key :chronicle-of-the-flame, :name "Chronicle of the Flame", :option-pack "Compendium of Forgotten Secrets"}, :flaywind-glaive {:description "(Prerequisite: Storm Lord Patron, Pact of the Blade feature)\n\nYou can create a glaive made of silver mist and storm-scarred steel using your Pact of the Blade feature. You can use your Charisma modifier for attack and damage rolls with this weapon. When a ranged attack misses you while you are wielding this weapon, you can use a reaction to move up to 15 feet. If the attacker is within reach after you move, you can make a single melee attack against them with this weapon as part of the same reaction.", :key :flaywind-glaive, :name "Flaywind Glaive", :option-pack "Compendium of Forgotten Secrets"}, :slaves-of-the-empress {:description "(Prerequisite: Serpent Empress patron, 12th level)\n\nYou can cast giant insect without expending a spell slot, except you can only target snakes. You can create up to two giant constrictor snakes or six giant poisonous snakes. Once you do so, you cannot do so again until you finish a long rest.", :key :slaves-of-the-empress, :name "Slaves of the Empress", :option-pack "Compendium of Forgotten Secrets"}, :servant-priests {:description "(Prerequisites: Warrior-Saint Patron, Pact of the Chain feature)\n\nWhile you have a scribeant swarm as your familiar, it gains additional maximum hit points equal to your warlock level, and you gain advantage on Investigation and Perception checks.", :key :servant-priests, :name "Servant-Priests", :option-pack "Compendium of Forgotten Secrets"}, :catalog-of-experiences {:description "(Prerequisite: Gelatinous Convocation patron, Pact of the Tome feature)\n\nWhenever you use Recovered Memories to absorb the knowledge of a creature, you can store the experience in your Book of Shadows, and make it come to life upon the pages of the book. You can copy and transfer any memories within the book to another creature by touching them with the Book as an action.", :key :catalog-of-experiences, :name "Catalog of Experiences", :option-pack "Compendium of Forgotten Secrets"}, :papercut {:description "(Prerequisites: Gray Portrait patron, Pact of the Blade feature)\n\nYou can create a rapier of pale parchment covered in bloody scratches using your Pact of the Blade feature. While you are wielding this weapon, you can cast minor illusion as a bonus action. When you cast this illusion in a creature's space, the creature takes 1d4 magical slashing damage.", :key :papercut, :name "Papercut", :option-pack "Compendium of Forgotten Secrets"}, :cheerful-duet {:description "(Prerequisite: Perfect Chord patron, Pact of the Chain feature)\n\nIf you have a symphonic songbird as your familiar, it gains additional maximum hit points equal to your warlock level. You can choose to cast spells that require only verbal components as though you were in your familiar's space.", :key :cheerful-duet, :name "Cheerful Duet", :option-pack "Compendium of Forgotten Secrets"}, :fang-of-the-prowler {:description "(Prerequisite: Shadowcat Patron, Pact of the Blade feature)\n\nYou can create a rapier made from polished silver flowing with blue-black smoke using your Pact of the Blade feature. If you hit an enemy with this weapon, you can take the Dodge action as a bonus action; when you do so, you can't use this invocation to do so again until you reduce an enemy to 0 hit points using this weapon or you finish a short or long rest.", :key :fang-of-the-prowler, :name "Fang of the Prowler", :option-pack "Compendium of Forgotten Secrets"}, :through-fire-and-flame {:description "(Prerequisite: 13th level, Ashen Wolf patron)\n\nWhenever you are exposed to fire damage, you can use your reaction to absorb the elemental fire as an offering to the Ashen Wolf. The damage is negated, and instead you gain temporary hit points equal to the amount of damage you would have taken before resistances and immunities. The amount of temporary hit points received at one time cannot exceed three times your Charisma modifier. You can use this feature twice, and these uses recover whenever you finish a short or long rest.", :key :through-fire-and-flame, :name "Through Fire and Flame", :option-pack "Compendium of Forgotten Secrets"}, :scripture-of-natural-law {:description "(Prerequisites: Warrior-Saint Patron, Pact of the Tome feature)\n\nYou can cast zone of truth once without expending a spell slot. This use recovers whenever you finish a short or long rest. You automatically succeed on saving throws against this spell.", :key :scripture-of-natural-law, :name "Scripture of Natural Law", :option-pack "Compendium of Forgotten Secrets"}, :alliance-upheld {:description "(Prerequisite: Eternal Citadel patron, 7th level)\n\nWhenever you use the Righteous Guardian feature on an ally other than yourself who has at least 1 hit point, they recover hit points equal to your Charisma modifier.", :key :alliance-upheld, :name "Alliance Upheld", :option-pack "Compendium of Forgotten Secrets"}, :slayers-armory {:description "(Prerequisite: Wild Huntsman patron, Pact of the Blade feature)\n\nYou can create any simple or martial weapon from blackened cold iron and the bone of ancient beasts using your Pact of the Blade feature. If this weapon is a ranged weapon, it instantly creates ammunition when drawn. Whenever you hit a creature with this weapon while they are the subject of hunter's mark, the target takes 1d6 additional damage, and the bonus damage type is changed to cold damage. You can choose to use Strength for attack and damage rolls with this pact weapon, even if it is ranged.", :key :slayers-armory, :name "Slayer's Armory", :option-pack "Compendium of Forgotten Secrets"}, :creature-of-carrion {:description "(Prerequisite: Forbidden Graveyard patron, Pact of the Chain feature)\n\nIf you have a haunted crow as your familiar, it gains additional maximum hit points equal to your warlock level. Whenever you or it reduce a creature to 0 hit points, it recovers a single use of its Shriek action, and the saving throw DC of this action is equal to your warlock spell save DC.", :key :creature-of-carrion, :name "Creature of Carrion", :option-pack "Compendium of Forgotten Secrets"}, :dance-of-the-storm {:description "(Prerequisite: Storm Lord Patron, 15th level)\n\nYou can cast fly on yourself at will without expending a spell slot or material components.", :key :dance-of-the-storm, :name "Dance of the Storm", :option-pack "Compendium of Forgotten Secrets"}, :twinned-blades {:description "(Prerequisite: Pact of the Blade feature)\n\nYou gain access to a second pact weapon, and you can summon both whenever you would summon one of them. When you engage in two-weapon fighting using both your pact weapons, you can add your ability modifier to the damage of the second attack.", :key :twinned-blades, :name "Twinned Blades", :option-pack "Compendium of Forgotten Secrets"}, :bane-of-falsehood {:description "(Prerequisite: Keeper of the Depths patron, Pact of the Tome feature)\n\nWhenever you are in conversation, you can take your Book of Shadows in hand and ask a creature one question. The creature must make a Wisdom saving throw against your warlock spell save DC if it is unwilling to answer. If it fails or if it decides to respond truthfully, the most accurate answer the creature could possibly give is immediately written in the book. Once you do this, you can't do so again until you finish a short or long rest.", :key :bane-of-falsehood, :name "Bane of Falsehood", :option-pack "Compendium of Forgotten Secrets"}, :harp-of-hunting-horn {:description "(Prerequisite: Perfect Chord patron, Pact of the Blade feature) \n\nYou can create a longbow or shortbow made from ivory and strung with dozens of strings using your Pact of the Blade feature. This weapon deals thunder damage, and fires arrows of light that it produces when a string is pulled back. Once per turn, you can choose to fire an arrow at an ally in place of making an attack with this weapon, infusing them with energy that grants them advantage on the first attack roll they make before the start of your next turn.", :key :harp-of-hunting-horn, :name "Harp of Hunting Horn", :option-pack "Compendium of Forgotten Secrets"}, :bitterchill-blast {:description "(Prerequisite: Wild Huntsman patron, Eldritch Blast cantrip)\n\nYou can choose to imbue your eldritch blast with freezing cold as a bonus action. Each beam deals 3d4 cold damage instead of the usual value, and the tracks of any creature you target with this attack glow with a pale light for 1 hour.", :key :bitterchill-blast, :name "Bitterchill Blast", :option-pack "Compendium of Forgotten Secrets"}, :hammer-of-dawn {:description "(Prerequisite: Eternal Citadel patron, Pact of the Blade feature)\n\nYou can create a maul from worked stone infused with golden metal using your Pact of the Blade feature. When you do so,you can choose to have the weapon deal force damage instead of bludgeoning damage. Creatures hit by this weapon cannot make opportunity attacks against targets other than you until the start of your next turn. You can choose to use your Charisma modifier for attack and damage rolls made with this weapon.", :key :hammer-of-dawn, :name "Hammer of Dawn", :option-pack "Compendium of Forgotten Secrets"}, :jiggly-defense {:description "(Prerequisite: Gelatinous Convocation patron, Pact of the Blade feature, 11th level)\n\nWhen you would take damage, you can use your reaction to gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks for that singular instance of damage.", :key :jiggly-defense, :name "Jiggly Defense", :option-pack "Compendium of Forgotten Secrets"}, :coiled-quill {:description "(Prerequisite: Accursed Archive patron, Pact of the Blade feature)\n\nUsing your Pact of the Blade feature, you can create a whip made of raven feathers and the hide of abominations that always bleeds black ink. Whenever you hit a creature with this weapon, you can cast hex without expending a spell slot. Once you do, you cannot do so again until you finish a short or long rest.", :key :coiled-quill, :name "Coiled Quill", :option-pack "Compendium of Forgotten Secrets"}, :cold-blooded {:description "(Prerequisite: Serpent Empress patron, 7th level)\n\nYou can cast polymorph once without expending a spell slot, but only to turn the target into a snake or other reptile. Once you do, you cannot do so again until you finish a long rest.", :key :cold-blooded, :name "Cold Blooded", :option-pack "Compendium of Forgotten Secrets"}, :convocations-child {:description "(Prerequisite: Gelatinous Convocation patron, Pact of the Chain feature)\n\nWhile you have a wiggly cube as your familiar, it gains additional maximum hit points equal to your warlock level. When you reach 6th level, you can choose to have your wiggly cube grow to become a Medium creature, and at 14th level,you can choose to have your wiggly cube become a Large creature. You can change the size of the cube as a bonus action. Whenever it is Medium, it's Engulf damage improves to 2d8 initial damage and to 4d8 at the start of the cube's turn. When it is Large, the damage improves to 3d8 initial damage and to 5d8 at the start of the cube's turn.", :key :convocations-child, :name "Convocation's Child", :option-pack "Compendium of Forgotten Secrets"}, :darkest-secrets {:description "(Prerequisite: Keeper of the Depths patron)\n\nWhenever you choose your proficiencies from Secrets of the Depths, you can forfeit both gained proficiencies. When you do, you can have your proficiency bonus be doubled for any ability check on a single skill or tool you are proficient with. This lasts until you finish a long rest.", :key :darkest-secrets, :name "Darkest Secrets", :option-pack "Compendium of Forgotten Secrets"}, :between-the-worlds {:description "(Prerequisites: Warrior-Saint Patron, 16th level)\n\nYou can cast plane shift without expending a spell slot. Once you cast this spell, you cannot do so again until you finish a long rest.", :key :between-the-worlds, :name "Between the Worlds", :option-pack "Compendium of Forgotten Secrets"}, :the-archivists-index {:description "(Prerequisite: Accursed Archive patron, Pact of the Tome feature)\n\nYou gain advantage on saving throws while within the Archive. Whenever you cast a spell of 1st level or higher that deals damage, you can use your bonus action to cause one target of the spell to become vulnerable to a single damage type until the start of your next turn, rolled randomly on the table below. If the spell you cast deals that damage type, roll again until you get a different result. If the creature has resistance to the damage type, this resistance is ignored for the duration. Once you activate this feature, you cannot do so again until you finish a short or long rest.\n\n1 Fire\n2 Cold\n3 Poison\n4 Necrotic", :key :the-archivists-index, :name "The Archivist's Index", :option-pack "Compendium of Forgotten Secrets"}, :blast-wave {:description "(Prerequisite: Pact of the Blade feature, 5th level, Eldritch Blast cantrip)\n\nWhile you are wielding your pact weapon, you can use an action to unleash a shockwave of power around you. Each hostile creature within a 30-foot radius must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take damage and suffer effects as though they were struck by a single beam from your eldritch blast.", :key :blast-wave, :name "Blast Wave", :option-pack "Compendium of Forgotten Secrets"}, :the-forgotten-crypt {:description "(Prerequisite: Forbidden Graveyard patron, 16th level)\n\nYou can cast Mordenkainen's Magnificent Mansion once per long rest without expending a spell slot.", :key :the-forgotten-crypt, :name "The Forgotten Crypt", :option-pack "Compendium of Forgotten Secrets"}, :titans-blade {:description "(Prerequisites: Warrior-Saint Patron, Pact of the Blade feature)\n\nYou can create a greatsword of polished star-steel capped with a shining gemstone using your Pact of the Blade feature. Whenever you strike a creature with this weapon, you can choose to unleash a wave of magical force to push the target up to 10 feet directly away from you. You can choose to use your Charisma modifier for attack and damage rolls with this weapon.", :key :titans-blade, :name "Titan's Blade", :option-pack "Compendium of Forgotten Secrets"}, :the-silver-tongue {:description "(Prerequisite: Weaver of Lies patron, Pact of the Blade feature)\n\nYou can create a dagger made of silver and bone using your Pact of the Blade feature. This weapon deals psychic damage. Whenever you strike a creature with this weapon, you can choose to inflict no damage. When you do, the target must make a Wisdom saving throw. If they fail, they are charmed by you until the start of your next turn, and will not take hostile actions against you, but may target your companions.", :key :the-silver-tongue, :name "The Silver Tongue", :option-pack "Compendium of Forgotten Secrets"}}, :orcpub.dnd.e5/monsters {:haunted-crow {:description "Senses darkvision 60 ft., passive Perception 14\n\nCruel Mimicry. The haunted crow can eerily copy voices that it has heard within the past day. A DC 14 Insight check reveals that the sound is false.\n\nMagic Resistance. The haunted crow has advantage on saving throws against spells and other magical effects.\n\nShrouded Dance. The haunted crow leaves a trail of dark shadow behind it as it flies that remains until the start of its next turn. Whenever it attacks using Peck, it can choose to attack from any point along that shadow trail. Also, the crow does not provoke opportunity attacks when it flies out of an enemy's reach.", :key :haunted-crow, :int 10, :speed "10 ft., flying 50 ft.", :name "Haunted Crow", :damage-immunities "necrotic", :alignment "neutral", :cha 11, :hit-points {:die 4, :die-count 5, :modifier 5}, :type :beast, :size :tiny, :option-pack "Compendium of Forgotten Secrets", :armor-class 14, :skills {:perception 4, :stealth 8}, :str 5, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :str nil, :wis nil}, :challenge 1, :con 12, :dex 18, :condition-immunities "charmed, frightened", :wis 13, :languages "common", :props {:condition-immunity {:charmed true, :frightened true}, :damage-immunity {:necrotic true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 3 (1d6) necrotic damage.", :name "Peck", :type :action} {:description "The crow unleashes a terrifying scream. Hostile creatures within 40 feet of the crow must make a DC 12 Wisdom saving throw. If they fail, they are frightened for 1 minute. They can repeat this saving throw at the end of each of their turns, ending the effect on a success.", :name "Shriek (Recharges after one long or short rest)", :type :action}]}, :hounds-of-the-huntsman {:description "Senses passive Perception 16\n\nFrostborn Pack. The hounds can occupy another creature's space and vice versa, and can move through any opening large enough for a Medium hound. The pack can't regain hit points from magical healing, but recovers all missing hit points whenever it finishes a long rest.\n\nKeen Hunters. The hounds have advantage on Wisdom (Perception) checks that rely on hearing or smell, and can track creatures across water.\n\nLiving Legion. The hounds are immune to conditions that would only apply to a single target, such as poison from a dagger or grappling by one person. When determining this, the hounds count as 4 Medium creatures standing adjacent to one another in two rows of two. The hounds have advantage on saving throws against spells and effects that would function on only a single target, such as poison spray, and they have disadvantage on saving throws from spells and effects that would apply to all the space they occupy, such as a well-aimed fireball.\n\nPerfect Pack Tactics. The hounds function with a single purpose, and always have advantage on melee attacks.", :key :hounds-of-the-huntsman, :int 10, :speed "50 ft", :name "Hounds of the Huntsman", :alignment "neutral", :cha 10, :hit-points {:die 10, :die-count 6, :modifier 6}, :type :beast, :size :medium, :option-pack "Compendium of Forgotten Secrets", :armor-class 14, :skills {:perception 6, :stealth 3}, :str 16, :saving-throws {:cha 0, :con 1, :dex 2, :int 0, :str 3, :wis 0}, :challenge 1, :con 13, :dex 14, :wis 11, :props {:condition-immunity {:charmed true, :frightened true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 +3) piercing damage, and the target must succeed a DC 13 Strength saving throw or be knocked prone. If the hounds have half their hit points remaining or fewer, the target takes 6 (1d6 +3) piercing damage and must succeed a DC 11 Strength saving throw or be knocked prone.", :name "Overwhelm", :type :action}]}, :spark-seeker {:description "Senses darkvision 120 ft., passive Perception 15\n\nFlutterby. The spark seeker can take the Disengage\naction as a bonus action.\nInnate Spellcasting. The spark seeker's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nAt will: gust\n1/long rest: skywrite, warding wind\n\nMagic Resistance. The spark seeker has advantage on saving throws against spells and other magical effects.\n\nStorm Shield. Ranged weapon attacks targeting the spark seeker are made with disadvantage.", :key :spark-seeker, :int 11, :speed "5 ft., flying 45 ft.", :name "Spark Seeker", :damage-immunities "lightning, thunder", :alignment "neutral", :cha 10, :hit-points {:die 4, :die-count 4, :modifier 4}, :type :beast, :size :tiny, :option-pack "Compendium of Forgotten Secrets", :armor-class 14, :skills {:perception 6}, :str 4, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :wis nil}, :challenge 1, :con 13, :dex 17, :wis 16, :languages "common", :props {:damage-immunity {:lightning true, :thunder true}, :language {:common true}}, :traits [{:description "Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 3 (1d6) piercing damage plus 6 (1d4 + 3) lightning damage.", :name "Spikeshard", :type :action}]}, :animate-image {:description "Damage Immunities: Attacks from nonmagical sources\n\nSenses blindsight 5 ft., passive Perception 15\n\nMagic Resistance. The animate image has advantage on saving throws against spells and other magical effects.\n\nOn Your Skin. Any time the animate image is covering a creature, attacks against that target that hit the image cause the full damage to be applied to the creature underneath as well.\n\nTwo Dimensional. The animate image cannot stand on its own, but it can cover any surface without being harmed. Whenever it is touching a creature or object that moves, the image goes with it. The image can slide through cracks as thin as paper without suffering ill effect. If the image is located on an object held in midair that isn't touching anything else, as though by levitation, it is trapped and cannot move.", :key :animate-image, :int 8, :speed "30 ft., special", :name "Animate Image", :alignment "neutral", :cha 11, :hit-points {:die 6, :die-count 5, :modifier 5}, :type :construct, :size :small, :option-pack "Compendium of Forgotten Secrets", :armor-class 16, :skills {:perception 5}, :str 10, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :str nil, :wis nil}, :challenge 1, :con 13, :dex 16, :condition-immunities "blinded, deafened, incapacitated, poisoned, restrained", :wis 10, :languages "common", :props {:condition-immunity {:blinded true, :deafened true, :incapacitated true, :poisoned true, :restrained true}, :language {:common true}}, :traits [{:description "Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 5 slashing damage. If the animate image can't be seen by one of its allies, it can't use this attack.", :name "Papercut", :type :action} {:description "The image burns a copy of itself onto the surface it is covering, inflicting 1 acid damage.", :name "Inscribe", :type :action}]}, :eyeless-watcher {:description "Senses blindsight 60 ft., passive Perception 18\n\nAmphibious. The eyeless watcher can breathe both air and water.\n\nHelpful. The eyeless watcher can take the Help action at a range of 10 feet.\n\nImproved Magic Resistance. The eyeless watcher has advantage on saving throws against spells and other magical effects, and has resistance to damage from spells.", :key :eyeless-watcher, :int 16, :speed "5 ft., flying 30 ft., swim 30 ft.", :name "Eyeless Watcher", :alignment "neutral", :cha 10, :hit-points {:die 4, :die-count 4, :modifier 4}, :type :aberration, :size :tiny, :option-pack "Compendium of Forgotten Secrets", :armor-class 14, :skills {:perception 8}, :str 4, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :str nil, :wis nil}, :challenge 1, :con 13, :dex 17, :wis 16, :languages "common", :props {:language {:common true}}, :traits [{:description "Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 5 (1d8) bludgeoning damage plus 8 (1d8 + 3) poison damage and the creature must make a DC 11 Constitution saving throw or be incapacitated for 1 round.", :name "Lashing Tentacle", :type :action}]}, :harrowing-hawk {:description "Senses darkvision 60 ft., passive Perception 18\n\nChill Wind. Ranged weapon attacks against the hawk are made with disadvantage. The hawk can take the Disengage action as a bonus action.\n\nHunter's Cry. The hawk can let out a piercing cry as a bonus action, alerting creatures within 500 feet to its exact location.\n\nMagic Resistance. The hawk has advantage on saving throws against spells and other magical effects.", :key :harrowing-hawk, :int 11, :speed "10 ft., flying 50 ft.", :name "Harrowing Hawk", :damage-immunities "cold", :alignment "neutral", :cha 10, :hit-points {:die 6, :die-count 3, :modifier 3}, :type :beast, :size :small, :option-pack "Compendium of Forgotten Secrets", :armor-class 15, :skills {:intimidation 5, :perception 8}, :str 4, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :wis nil}, :challenge 1, :con 12, :dex 16, :wis 10, :props {:damage-immunity {:cold true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (1d4 + 3) cold damage and the target's movement speed is reduced by 10 feet during its next turn. Each time the target is hit after the first, the movement speed reduction increases by 5 feet. This resets after one minute.", :name "Frozen Pinions", :type :action}]}, :dimcat {:description "Senses darkvision 120 ft., passive Perception 15\n\nEyes of the Hunter. Magical darkness doesn't impede the dimcat's darkvision.\n\nMagic Resistance. The dimcat has advantage on saving throws against spells and other magical effects.\n\nNightmare Feast. Whenever the dimcat sits on a creature that is unconscious, the creature is paralyzed until the dimcat leaves or is removed.\n\nShadow Dweller. The dimcat can choose to generate an aura of magical darkness around itself as an action, as the darkness spell, except the area only fills a five-foot cube centered on the dimcat and moves with it. It can suppress this aura using a bonus action.", :key :dimcat, :int 10, :speed "30 ft., climb 30 ft.", :name "Dimcat", :alignment "chaotic neutral", :cha 14, :hit-points {:die 4, :die-count 4, :modifier 4}, :type :fey, :size :tiny, :option-pack "Compendium of Forgotten Secrets", :armor-class 15, :skills {:perception 5, :stealth 6}, :str 6, :saving-throws {:cha nil, :con nil, :dex 6, :int nil, :wis nil}, :challenge 1, :con 13, :dex 17, :wis 12, :languages "common", :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) psychic damage.", :name "Bite", :type :action} {:description "The dimcat teleports to a point within 10 feet. This is only available while it is in magical darkness.", :name "Shadow Hop", :type :action}]}, :wiggly-cube {:description "Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10\n\nCorrosive Form. A creature that hits the cube with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. The cube can eat through 1-inch-thick non-magical wood or metal in one round.\n\nMagic Resistance. The wiggly cube has advantage on saving throws against spells and other magical effects.\n\nOoze Cube. The cube occupies its entire space whenever it is Medium or larger. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover.\n\nA creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 4 (1d8) acid damage. The cube can only hold one creature equal to its size, or four creatures of one size or more smaller than itself.\n\nSquishy. The cube is immune to falling damage.\n\nTransparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved or attacked. A creature that tries to enter the cubes space while unaware of it is surprised by the cube.", :key :wiggly-cube, :int 8, :speed "25 ft", :name "Wiggly Cube", :damage-immunities "acid, cold, bludgeoning, poison", :alignment "neutral", :cha 11, :hit-points {:die 6, :die-count 6, :modifier 24}, :type :ooze, :size :small, :option-pack "Compendium of Forgotten Secrets", :armor-class 8, :str 14, :saving-throws {:cha nil, :con nil, :str nil, :wis nil}, :challenge 1, :con 18, :dex 6, :condition-immunities "blinded, charmed, deafened, incapacitated, frightened, poisoned, prone", :wis 10, :languages "common", :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :frightened true, :incapacitated true, :poisoned true, :prone true}, :damage-immunity {:acid true, :bludgeoning true, :cold true, :poison true}, :language {:common true}}, :traits [{:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) acid damage.", :name "Pseudopod", :type :action} {:description "The cube moves up to its speed. While it does so, it can enter the spaces of other creatures. Whenever the cube enters the space of a hostile creature, and the creature is of the same size or smaller than the cube, it must make a DC 12 Dexterity saving throw. If it succeeds, it can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the cube enters the creature's space, and the creature takes 4 (1d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 14 (3d8) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.", :name "Engulf", :type :action}]}, :scribeant-swarm {:description "Senses blindsight 5 ft., passive Perception 15\n\nBeautiful Craftwork. When immobile, the swarm is indistinguishable from a collection of cunningly made statuettes or jewelry.\n\nMagic Resistance. The swarm has advantage on saving throws against spells and other magical effects.\n\nPerfect Record. The swarm records everything it sees and experiences within an internal crystalline matrix, and can display images and sounds from this memory by projecting them onto a nearby surface as an action. It can inscribe an image onto an appropriate surface using its Gem-light Lance over the course of 5 minutes.\n\nSwarm Construct. The scribeant swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny scarab. The swarm can regain hit points from magic, resting, and the mending cantrip.", :key :scribeant-swarm, :int 10, :speed "10 ft., fly 30 ft.", :name "Scribeant Swarm", :damage-immunities "poison", :alignment "neutral", :cha 11, :hit-points {:die 6, :die-count 6}, :type :swarm-of-tiny-beasts, :size :tiny, :option-pack "Compendium of Forgotten Secrets", :armor-class 14, :skills {:perception 5}, :str 6, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :wis nil}, :challenge 1, :con 11, :dex 16, :condition-immunities "prone, restrained, stunned, frightened, paralyzed, charmed, poisoned, grappled, petrified", :wis 12, :languages "common", :props {:condition-immunity {:prone true, :restrained true, :stunned true, :incapacitated false, :frightened true, :paralyzed true, :charmed true, :poisoned true, :grappled true, :petrified true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "Lance Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) radiant damage, or 7 (2d6) radiant damage if the swarm has half its hit points or fewer.", :name "Gem-light Lance", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 0 ft., one target within the swarm's space. Hit: 8 (2d8) lightning damage, or 4 (1d8) lightning damage if the swarm has half its hit points or fewer.", :name "Scripture Spark", :type :action}]}, :emberborn {:description "Senses darkvision 60 ft., passive Perception 15\n\nForm of Ash. The emberborn can pass through openings as small as a 1-inch square without being slowed or hindered. Opportunity attacks against the emberborn are made with disadvantage.\n\nLiving Ember. Hostile creatures that touch the emberborn or attack it in melee take 2 (1d4) fire damage.\n\nMagic Resistance. The emberborn has advantage on saving throws against spells and other magical effects.\n\nPack Tactics. The emberborn has advantage on attack rolls against a creature if at least one of the emberborn's allies is within 5 feet of the creature and the ally isn't incapacitated.", :key :emberborn, :int 11, :speed "30 ft.", :name "Emberborn", :damage-immunities "fire, necrotic, poison", :alignment "neutral", :cha 11, :hit-points {:die 6, :die-count 7, :modifier 7}, :type :elemental, :size :small, :option-pack "Compendium of Forgotten Secrets", :armor-class 14, :skills {:perception 5}, :str 14, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :str nil, :wis nil}, :challenge 1, :con 13, :dex 14, :condition-immunities "poisoned", :wis 10, :languages "common", :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :necrotic true, :poison true}, :language {:common true}}, :traits [{:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage.", :name "Bite", :type :action} {:description "The emberborn blasts ash and embers from its body. Creatures within 5 feet of the emberborn must make a DC 12 Dexterity saving throw. If they fail, they are blinded until the end of their next turn and take 7 (2d6) fire damage. If they succeed, they are unaffected.", :name "Burst (Recharge after short or long rest)", :type :action}]}, :shade-widow {:description "Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14\n\nMagic Resistance. The shade weaver has advantage on saving throws against spells and other magical effects.\n\nSpider Climb. The shade widow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\n\nWeb Sense. While in contact with a web, the shade widow knows the exact location of any other creature in contact with the same web.\n\nWeb Walker. The shade widow ignores movement restrictions caused by webbing.\n\nWeb Weaver. The shade weaver can produce enough natural webbing per minute to cover a 10-foot radius.", :key :shade-widow, :int 10, :speed "30 ft., climb 30 ft.", :name "Shade Widow", :damage-immunities "poison, psychic", :alignment "neutral", :cha 11, :hit-points {:die 4, :die-count 2, :modifier 2}, :type :construct, :size :tiny, :option-pack "Compendium of Forgotten Secrets", :armor-class 14, :skills {:perception 4, :stealth 8}, :str 10, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :str nil, :wis nil}, :challenge 1, :con 12, :dex 18, :condition-immunities "charmed, incapacitated, paralyzed, frightened, petrified, poisoned", :wis 11, :languages "common", :props {:condition-immunity {:charmed true, :frightened true, :incapacitated true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:poison true, :psychic true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 11 (2d6 + 4) poison damage and the creature must make a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat this saving throw at the beginning of each of their turns, ending the effect on a success.", :name "Bite", :type :action}]}, :record-hunter {:description "Senses blindsight 10 ft., passive Perception 13\n\nFolding Figure. The record-hunter can fold itself into an origami figure of any shape or creature. Its statistics remain the same in any form, but if the shape has wings, its walking speed is halved and it gains a flying speed equal to twice its new walking speed.\n\nLiving Paper. While the record-hunter remains motionless, it is indistinguishable from an ordinary origami figurine or pile of papers.\n\nMagic Resistance. The record-hunter has advantage on saving throws against spells and other magical effects.\n\nSeek Knowledge: The record-hunter intuitively knows the layout of any library it enters, and the location of all written works within.", :key :record-hunter, :int 16, :speed "30 ft", :name "Record-Hunter", :alignment "neutral", :cha 11, :hit-points {:die 4, :die-count 6, :modifier 6}, :type :construct, :size :tiny, :option-pack "Compendium of Forgotten Secrets", :armor-class 16, :skills {:perception 3, :stealth 8}, :str 10, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :str nil, :wis nil}, :challenge 1, :con 13, :dex 16, :condition-immunities "charmed, frightened, poisoned, incapacitated, deafened, blinded", :wis 12, :languages "common", :props {:condition-immunity {:blinded true, :charmed true, :deafened true, :frightened true, :incapacitated true, :poisoned true}, :damage-resistance {:necrotic true, :poison true, :psychic true}, :language {:common true}}, :traits [{:description "Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 8 (1d10 + 3) psychic damage and the target must make a DC 15 Wisdom saving throw or become unable to speak or cast spells that require verbal components until the start of the record-hunter's next turn.", :name "Silent Secret", :type :action}]}, :symphonic-songbird {:description "Senses passive Perception 15\n\nMagic Resistance. The songbird has advantage on saving throws against spells and other magical effects.\n\nPerfect Mimicry. The songbird can perfectly replicate any sound that it has heard. A DC 20 Perception check reveals that the sound is falsified.\n\nShining Feathers. Hostile creatures that attack the songbird must make a DC 12 Charisma saving throw. If they fail, the attack misses.", :key :symphonic-songbird, :int 11, :speed "10 ft., flying 50 ft.", :name "Symphonic Songbird", :alignment "neutral", :cha 16, :hit-points {:die 4, :die-count 4, :modifier 4}, :type :fey, :size :tiny, :option-pack "Compendium of Forgotten Secrets", :armor-class 14, :skills {:perception 5, :performance 7}, :str 4, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :wis nil}, :challenge 1, :con 12, :dex 16, :wis 10, :traits [{:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and 2 (1d4) psychic damage.", :name "Peck", :type :action} {:description "The symphonic songbird chirps a beautiful song. Allied creatures within 30 feet gain advantage on their next attack roll, saving throw, or ability check.", :name "Fitting Tune (Recharges after a Short or Long Rest).", :type :action}]}, :animate-shield {:description "Durable. All attacks against the animate shield have their damage reduced by 3, and it has advantage on Constitution saving throws.\n\nEquipment: The animate shield can be equipped as a shield and the bearer is considered proficient it its use. The only action it can take while it is equipped is to remove itself from the bearer.\n\nMagic Resistance. The animate shield has advantage on saving throws against spells and other magical effects.\n\nSpiteful Defense. Whenever an enemy attacks the animate shield, they take 2 (1d4) psychic damage.", :key :animate-shield, :int 11, :speed "0 ft., flying 45 ft. (hover)", :name "Animate Shield", :damage-immunities "poison, radiant", :alignment "lawful neutral", :cha 11, :hit-points {:die 6, :die-count 3, :modifier 6}, :type :construct, :size :small, :option-pack "Compendium of Forgotten Secrets", :armor-class 16, :skills {:perception 6}, :str 14, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :str nil, :wis nil}, :challenge 1, :con 14, :dex 12, :condition-immunities "blinded, poisoned", :wis 12, :languages "common", :props {:condition-immunity {:blinded true, :poisoned true}, :damage-immunity {:poison true, :radiant true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target is pushed back 5 feet.", :name "Bash", :type :action} {:description "As an action, the animate shield hovers around an ally within 5 feet of it and moves with the ally. The first three times that ally is attacked before the start of the shield's next turn, the animate shield becomes the target of the attack instead. The shield cannot be forcibly moved during this time.", :name "Guard", :type :action}]}, :sunlit-shard {:description "Senses passive Perception 10\n\nBitter Apathy. Whenever a hostile creature within 30 feet of the shard is reduced to 0 hit points, it can use a reaction to lance out with a fragment of its being, dealing 1d8 radiant damage to a target of its choosing within 30 feet. \n\nMagic Resistance. The shard has advantage on saving throws against spells and other magical effects.\n\nNever Again. Whenever an ally within 30 feet of the shard would be reduced to 0 hit points, the shard can use a reaction to sacrifice itself, restoring that ally to 1 hit point and destroying the shard.\n\nStarshine. The shard can choose to generate an aura of bright light in a 20-foot radius around it and dim light in another 20-foot radius beyond that. It can toggle this aura as a bonus action. Also, it can cast the light cantrip. These light sources count as natural sunlight.", :key :sunlit-shard, :int 11, :speed "30 ft", :name "Sunlit Shard", :damage-immunities "fire, cold, psychic, poison, radiant", :alignment "neutral", :cha 10, :hit-points {:die 6, :die-count 4, :modifier 12}, :type :construct, :size :small, :option-pack "Compendium of Forgotten Secrets", :armor-class 14, :str 12, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :str nil, :wis nil}, :challenge 1, :con 16, :dex 12, :condition-immunities "charmed, incapacitated, frightened, paralyzed, petrified, poisoned", :wis 10, :props {:condition-immunity {:charmed true, :frightened true, :incapacitated true, :paralyzed true, :petrified true, :poisoned true}, :damage-immunity {:cold true, :fire true, :poison true, :psychic true, :radiant true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-vulnerability {:cold false, :fire false, :poison false, :psychic false, :radiant false}}, :traits [{:description "A target within 10 feet takes 2 (1d4) radiant damage and the target and all hostile creatures within 5 feet of the target must make a DC 15 Dexterity saving throw or be blinded until the end of the shard's next turn.", :name "Dazzle", :type :action}]}, :ink-lynx {:description "Senses darkvision 120 ft., passive Perception 16\n\nEyes of the Hunter. Magical darkness doesn't impede the lynx's darkvision.\n\nNightmare Hunter. Whenever the lynx succeeds on a saving throw, it can use a reaction to teleport up to 60 feet and make a single claw attack.\n\nShadow Dweller. The ink lynx can choose to generate an aura of magical darkness around itself as an action, as the darkness spell, except the area only fills a ten-foot cube centered on the lynx and moves with it. It can suppress this aura using a bonus action.", :key :ink-lynx, :int 10, :speed "45 ft., climb 45 ft.", :name "Ink Lynx", :alignment "chaotic neutral", :cha 14, :hit-points {:die 10, :die-count 10, :modifier 10}, :type :fey, :size :large, :option-pack "Compendium of Forgotten Secrets", :armor-class 17, :skills {:perception 6, :stealth 8}, :str 18, :saving-throws {:cha 2, :con 1, :dex 8, :int 0, :str 4, :wis 1}, :challenge 5, :con 12, :dex 20, :wis 12, :props {:damage-resistance {:bludgeoning true, :piercing true, :psychic true, :slashing true}}, :traits [{:description "The ink lynx makes two claw attacks and one bite attack.", :name "Multiattack", :type :action} {:description "The ink lynx teleports up to 60 feet and makes one bite attack.", :name "Shadowed Pounce", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 10 (1d10 + 5) slashing damage.", :name "Claw", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 10 (1d10 + 5) piercing damage plus 7 (2d6) psychic damage.", :name "Bite", :type :action}]}, :imperial-cobra {:description "Senses darkvision 60 ft., passive Perception 13\n\nFavored Servant. Poison damage the cobra deals treats immunity to poison as resistance to poison.\n\nCreatures immune to the poisoned condition are considered not immune, but they do have advantage on any saving throw against it.\n\nForked Words. Whenever the cobra is touching another creature, both gain advantage on Deception checks.\n\nMagic Resistance. The imperial cobra has advantage on saving throws against spells and other magical effects.\n\nSlippery Scales. The imperial cobra can take the Disengage and Dash actions as bonus actions. The cobra also has advantage on checks to escape a grapple.", :key :imperial-cobra, :int 14, :speed "30 ft., climb 30 ft.", :name "Imperial Cobra", :damage-immunities "poison", :alignment "neutral", :cha 14, :hit-points {:die 6, :die-count 5, :modifier 5}, :type :beast, :size :small, :option-pack "Compendium of Forgotten Secrets", :armor-class 15, :skills {:perception 3, :persuasion 4, :stealth 7}, :str 10, :saving-throws {:cha nil, :con nil, :dex nil, :int nil, :str nil, :wis nil}, :challenge 1, :con 12, :dex 20, :condition-immunities "charmed, frightened, petrified, poisoned", :wis 12, :languages "common", :props {:condition-immunity {:charmed true, :frightened true, :petrified true, :poisoned true}, :damage-immunity {:poison true}, :language {:common true}}, :traits [{:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage and the creature must make a DC 12 Constitution saving throw or take 3 (1d6) poison damage and be poisoned for one minute. The creature can repeat this saving throw at the start of each of its turns, ending the effect on a success.", :name "Bite", :type :action}]}}, :orcpub.dnd.e5/spells {:blasphemy {:description "You curse, and will away the healing magics of nature and the gods. Each time a creature within a 60-foot radius of you would recover hit points, it must make a Charisma saving throw. If it fails, it does not recover hit points and instead takes 1d6 psychic damage. You can end this spell as an action.", :key :blasphemy, :school "abjuration", :name "Blasphemy", :duration "1 minute", :level 3, :option-pack "Compendium of Forgotten Secrets", :components {:verbal true}, :casting-time "1 reaction", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :accursed-wish {:description "You speak aloud, demanding a boon from one of the darkest planes. You instantly replicate the effects of a spell of 1st level from the sorcerer spell list, or a cantrip from any spell list. Each time you cast this spell, roll a d20. If the result is a 1 or lower, you are struck by an unholy force, and are reduced to 0 hit points and fail your first and second death saving throws immediately after the spell is cast. If you are struck down a second time due to this spell before you finish a long rest, you die and cannot be resurrected by a spell cast using a spell slot lower than 8th level.\n\nAt Higher Levels When you cast this spell using a spell slot of 3rd level, you can replicate a spell of 2nd level or lower, and the threshold for being struck increases to a result of 2 or lower. When you cast this spell using a spell slot of 4th level, you can replicate a spell of 3nd level or lower, and the threshold for being struck increases to a result of 3 or lower.\n\nThis pattern continues until the spell is cast using a slot of 7th or higher level, where no additional effect is gained and the threshold is not increased.", :key :accursed-wish, :school "conjuration", :name "Accursed Wish", :duration "Instantaneous", :level 2, :option-pack "Compendium of Forgotten Secrets", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :crushing-tide {:description "You summon a rushing wave of water that manifests in a 60-foot line that is 15 feet wide. Creatures within the radius must make a Strength saving throw. If they fail, they are knocked prone and take 3d6 bludgeoning damage. If they succeed, they are not knocked prone and take half as much damage.\n\nAt Higher Levels When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage increases by 1d6 per spell slot level above 3rd.", :key :crushing-tide, :school "evocation", :name "Crushing Tide", :duration "Instantaneous", :level 3, :option-pack "Compendium of Forgotten Secrets", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :fresh-paint {:description "You create a magical paint that runs from your fingertips or fills a small container. You can use this paint in any way you could use ordinary paint. For each minute you spend coating a surface in this paint, the paint remains for twice as long. You can create any color of paint you choose each time you cast the spell.", :key :fresh-paint, :school "conjuration", :name "Fresh Paint", :duration "1 hour, special", :level 0, :option-pack "Compendium of Forgotten Secrets", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :dark-secret {:description "You learn the greatest weakness of the target. Until the end of your next turn, you have advantage on all ability checks, attack rolls, and saving throws involving your target or actions it has taken, and it has disadvantage on all ability checks and attack rolls involving you or actions you have taken.\n\nAt Higher Levels When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional target per spell slot level above 2nd.", :key :dark-secret, :school "divination", :name "Dark Secret", :duration "Instantaneous", :level 2, :option-pack "Compendium of Forgotten Secrets", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :forbidden-obelisk {:description "You summon forth 10-foot-tall pillar 5 feet across covered in runic inscriptions from the depths of the Accursed Archive. You or any creature can attempt to read from the obelisk while within 5 feet of it as an action. The reader must make a Wisdom saving throw. If they succeed, they gain advantage on Wisdom ability checks and saving throws for one hour. If they fail, they are struck blind for one minute. A creature can only attempt to read from this pillar once per time it is summoned.\n\nAt Higher Levels When you cast this spell using a spell slot of 5th level or higher, the duration of the blindness increases to 10 minutes and the duration of advantage increases to 2 hours.", :key :forbidden-obelisk, :school "conjuration", :name "Forbidden Obelisk", :duration "Concentration, up to 1 hour", :level 4, :option-pack "Compendium of Forgotten Secrets", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "30 feet"}, :suffer {:description "You point at a creature within range and speak a terrible word, commanding them to suffer. The target must make a Charisma saving throw. If they fail, they take 2d8 necrotic damage and 2d8 psychic damage and they have disadvantage on Strength and Dexterity ability checks for 1 minute. If they succeed, they take half as much damage and do not have disadvantage.\n\nAt Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage or the psychic damage (your choice) increases by 1d8 per slot level above 2nd.", :key :suffer, :school "necromancy", :name "Suffer", :duration "Instantaneous", :level 2, :option-pack "Compendium of Forgotten Secrets", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :blackened-heart {:description "You reach out towards a living creature that you can see. The target must make a Constitution saving throw. If it fails, its body is filled with vile poison, and it takes 10d6 poison damage at the start of its next turn. If the target is reduced to 0 hit points before the start of its next turn, the poison explodes outward from it in a shower of disgusting bile. Creatures within a 10-foot radius of the target must make a Dexterity saving throw. If they fail, they take 10d6 poison damage, or half as much on a successful save.\n\nAt Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage of each phase of the spell increases by 2d6 per spell slot level above 3rd.", :key :blackened-heart, :school "necromancy", :name "Blackened Heart", :duration "Instantaneous", :level 3, :option-pack "Compendium of Forgotten Secrets", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :summon-slime {:description "You summon ooze creatures that appear in unoccupied spaces that you can see within range. A summoned creature disappears when it drops to 0 hit points or when the spell ends. Choose one of the following options for what appears:\n\nOne ooze creature of challenge rating 4 or lower.\nTwo ooze creatures of challenge rating 2 or lower.\nFour ooze creatures of challenge rating 1 or lower.\n\nThe summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creature's statistics.", :key :summon-slime, :school "conjuration", :name "Summon Slime", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Compendium of Forgotten Secrets", :components {:material true, :material-component "A vial of acid", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "30 feet"}, :forgotten-pain {:description "You call back to dark times, inflicting an ancient magical torture upon a foe. Roll a d4 and consult the following table. The creature takes 4d6 damage of that type if it fails a Charisma saving throw. While you maintain concentration on this spell, you can use a bonus action to force the target make a Charisma saving throw, taking 4d6 damage of that type if they fail.\n\nRoll Damage Type\n1 Necrotic\n2 Fire\n3 Lightning\n4 Psychic", :key :forgotten-pain, :school "enchantment", :name "Forgotten Pain", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Compendium of Forgotten Secrets", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :cheerful-song {:description "You sing a happy little tune, bolstering the spirits of up to 3 allies within range. Affected creatures gain 1 temporary hit point, and can add a +1 bonus to their attack rolls, saving throws, and ability checks made before the start of your next turn.", :key :cheerful-song, :school "enchantment", :name "Cheerful Song", :duration "Instantaneous", :level 0, :option-pack "Compendium of Forgotten Secrets", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :serpents-bite {:description "Massive, venomous fangs spring from your mouth. Make a melee spell attack against a target within your reach. On a hit, the target takes 3d6 poison damage, and the target must make a Constitution saving throw. If they fail, they are poisoned until the start of your next turn. Until the spell ends, you can make the attack again on each of your turns as an action.\n\nAt Higher Levels. When you cast this spell using a slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. When you cast this spell using a slot of 5th level or higher, you can make a single melee weapon attack as a bonus action after using your action to attack with this spell.", :key :serpents-bite, :school "transmutation", :name "Serpent's Bite", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Compendium of Forgotten Secrets", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :dark-empowernent {:description "You channel dark energy into yourself. For the duration, you have resistance to damage dealt by living creatures that are not fiends, celestials, or fey. Whenever you damage a living creature, you gain temporary hit points equal to your spellcasting modifier. These temporary hit points last for the duration of this spell.", :key :dark-empowernent, :school "transmutation", :name "Dark Empowernent", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Compendium of Forgotten Secrets", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :resonance {:description "You sing to the inherent order within the ground around you. While you maintain concentration on this spell, you can use your action to disrupt that order. Choose a 10-foot cube within range. Creatures and objects within that square must make a Dexterity saving throw. If they fail, they sink into the ground as it softens and rehardens, becoming restrained for as long as you maintain concentration. Each round, the target can make a Strength saving throw, ending the effect on a success. Until the spell ends you can repeat this process, choosing a different 10-foot cube.", :key :resonance, :school "enchantment", :name "Resonance", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Compendium of Forgotten Secrets", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}}, :orcpub.dnd.e5/subclasses {:the-forbidden-graveyard {:class :warlock, :key :the-forbidden-graveyard, :level-modifiers [], :name "The Forbidden Graveyard", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "At 1st level, you've been changed from your experience in the Graveyard.\n\nYou can add your Charisma modifier to death saving throws, and you gain immunity to effects that would reduce your maximum hit points.", :name "Rejection of the Crypt"} {:description "At 6th level, your flesh is filled with the icy chill of the grave. You can choose to allow attacks against you to hit. Whenever you are hit with a melee attack, you can use your reaction to channel dark power into your enemy. When you do, you have resistance to the damage that is dealt to you, and the attacker takes cold damage equal to your warlock level. If the attacker is reduced to 0 hit points, you gain temporary hit points equal to your warlock level.\n\nYou can channel this power a number of times equal to your Charisma modifier and these uses recover when you finish a long rest.", :level 6, :name "Ghoulish Constitution"} {:description "At 10th level, your spirit is bound to the Graveyard. Whenever a hostile undead within 60 feet of you is reduced to 0 hit points, you gain temporary hit points equal to your warlock level. You also gain resistance to necrotic damage.\n\nAlso, you gain immunity to effects that would kill you instantly without dealing damage.", :level 10, :name "Keeper of Souls"} {:description "At 14th level, your mind is freed from mortal concerns, and your body from the curse of decay. You no longer age, and cannot be magically aged. You become immune to the charmed and frightened conditions. Creatures attempting to attack or cast a spell targeting you must make a Charisma saving throw against your warlock spell save DC. If they fail, they cannot target you until the start of your next turn. Once a creature fails their save, they cannot fail again for 24 hours.", :level 14, :name "Everlasting Peace"}], :warlock-spells {1 {0 :inflict-wounds, 1 :cure-wounds}, 2 {0 :aid, 1 :suffer}, 3 {0 :phantom-steed, 1 :sending}, 4 {0 :phantasmal-killer, 1 :dark-empowernent}, 5 {0 :hallow, 1 :legend-lore}}}, :the-warrior-saint {:class :warlock, :key :the-warrior-saint, :level-modifiers [], :name "The Warrior-Saint", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "At 1st level, your vision is blessed by the ethereal sight of the Warrior-Saint. As a bonus action, you can choose to gain truesight out to 5 feet which lasts until the end of your next turn. Until the end of your next turn, you suffer from disadvantage on attacks and Perception checks against targets beyond this range. This improves to 10 feet at 11th level, and to 20 feet at 17th level.", :name "Blind Justicar"} {:description "At 6th level, your Pact object or familiar is granted power from the Warrior-Saint. You gain one of the following benefits depending on your Pact Boon feature:\n\nPact of the Blade: You gain proficiency in medium armor and shields. Whenever you are targeted with a ranged spell attack while wielding your Pact weapon, you can use a reaction to make a Charisma saving throw against the caster's spell save DC. If you succeed, the caster must choose a different valid target or the spell fails.\nPact of the Chain: Before your familiar would suffer damage, you can use your reaction to grant your familiar immunity to damage from that attacker until the end of the turn.\nPact of the Tome: Whenever you are attacked, you can cast a spell or cantrip with a range of self as a reaction before the result is revealed.\n\nYou can use a reaction granted by this feature a number of times equal to your Charisma modifier, and these uses recover whenever you finish a long rest.", :level 6, :name "Treasures of Past Ages"} {:description "At 10th level, you learn to call the ethereal hands of the Warrior-Saint from your back as a bonus action. The hands can be used to cast spells with somatic components or to hold a single target you've grappled. While they are deployed, you gain resistance to force damage and have advantage on Athletics checks made to shove or grapple. The hands remain until you dismiss them as a bonus action.", :level 10, :name "Hands of the Saint"} {:description "At 14th level, your patron accepts you as a disciple of the eternal law, and gifts you a treasure of its own creation. You gain one of the following benefits depending on your Pact feature:\n\nPact of the Blade: Whenever you cast a cantrip while wielding your Pact weapon, you can make a single attack with it as a bonus action. Additionally, you gain proficiency in heavy armor.\nPact of the Chain: Your familiar can make attacks without you taking the Attack action. It gains a bonus to attack and damage rolls equal to your Charisma modifier.\nPact of the Tome: Whenever you've cast a spell that requires concentration and affects only allies or yourself, you can temporarily dismiss it as a bonus action. During that time, it has no effect and does not require concentration. You can resume the spell as a bonus action. You can have only one spell dismissed at a time, and a spell that is dismissed is lost if you finish a long rest.", :level 14, :name "Guardian of Balance"}], :warlock-spells {1 {0 :detect-evil-and-good, 1 :searing-smite}, 2 {0 :enlarge-reduce, 1 :enhance-ability}, 3 {0 :blinding-smite, 1 :protection-from-energy}, 4 {0 :aura-of-life, 1 :stoneskin}, 5 {0 :banishing-smite, 1 :circle-of-power}}}, :the-gelatinous-convocation {:class :warlock, :key :the-gelatinous-convocation, :level-modifiers [], :name "The Gelatinous Convocation", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "At 1st level, you learn to dissolve the bodies of the dead and learn from their lives. As an action while standing adjacent to a corpse, you can produce an iridescent acid that consumes the corpse over the course of one minute.\n\nAfter the minute has passed, you can collect the acid to gain the memories of the creature from the last 48 hours of the creature's life, as well as any significant memories of the DM's choosing. You can produce this acid once, and this use recovers whenever you finish a long rest.\n\nAlso, you can speak to oozes and communicate simple concepts to them, even if they cannot speak a language.", :name "Recovered Memories"} {:description "At 6th level, your body becomes somewhat... slimy. Whenever you suffer damage, you can use your reaction to divide into a Medium swarm of Tiny oozes. Your hit points remain the same, and you function as a single unified swarm that occupies the same space as a Medium creature. While in this state, you are incapacitated, have your movement speed halved, have resistance to bludgeoning, piercing, and slashing damage, gain immunity to acid and poison damage, gain the benefits of the Disengage action, and can move through any space as narrow as 1 inch without squeezing. You can choose to return to your normal form without using an action whenever you wish, provided there is room to do so. You can use this feature once, and this use recovers whenever you finish a short or long rest.\n\nWhen you reach 10th level, you can use this feature at will as an action, but you can still activate this feature as a reaction only once.", :level 6, :name "Side Splitting"} {:description "At 10th level, your form is infused with a caustic power. You gain resistance to acid damage. Whenever a creature starts its turn while involved in a grapple with you, you can choose to have it suffer 1d10 acid damage.", :level 10, :name "Acidic Body"} {:description "At 14th level, you fully understand the happiness of the Gelatinous Conclave. You can cast polymorph using a warlock spell slot, but you can choose to turn the target into an ooze. You can cast this spell once without expending a spell slot, and this use recovers when you finish a long rest.\n\nAdditionally, you gain immunity to the charmed condition.", :level 14, :name "Consuming Joy"}], :warlock-spells {1 {0 :grease, 1 :tashas-hideous-laughter}, 2 {0 :enlarge-reduce, 1 :melfs-acid-arrow}, 3 {0 :meld-into-stone, 1 :slow}, 4 {0 :stone-shape, 1 :vitriolic-sphere}, 5 {0 :awaken, 1 :summon-slime}}}, :the-weaver-of-lies {:class :warlock, :key :the-weaver-of-lies, :level-modifiers [], :name "The Weaver of Lies", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "When you forge this pact at 1st level, your patron teaches you the first lie ever told. You gain proficiency in the Deception skill, and gain 1d4 temporary hit points whenever you make a Deception skill check. Also, whenever you cast a spell of 1st level or higher that targets a single hostile creature, you can use a bonus action to force the target to make a Constitution saving throw. If it fails, it is poisoned until the end of your next turn.", :name "Poisoned Mind"} {:description "At 6th level, you learn to summon the slaves of the Weaver to extract vengeance. Whenever you take damage from a melee attack, you can use your reaction to summon a horde of spiders into the space adjacent to you. They have the same statistics as a Giant Spider (MM 328), except they are Small. These creatures obey your commands and act on your turn. You can summon up to one spider per two warlock levels, and they disappear when slain or after one minute has passed.\n\nOnce you use this feature, you can't do so again until you finish a long rest.", :level 6, :name "A Touch on the Web"} {:description "At 10th level, you can deceive even the fabric of reality. You cannot suffer disadvantage on saving throws. Additionally, you can cast mislead without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.", :level 10, :name "Trickster's Dance"} {:description "At 14th level, your blood flows with poison, yet your words are smooth as honey. You gain immunity to poison damage and the poisoned condition. As an action, you can attempt to charm a single target that speaks a language. The target must make a Wisdom saving throw against your warlock spell save DC. If they are in combat, they have advantage on this saving throw. If they fail, they are charmed for one minute and must obey a single verbal command of your choosing that does not put them in visible danger. \n\nAfter they fail to resist once, they have advantage on subsequent attempts to resist for one hour. Whenever a creature succeeds on their Wisdom saving throw, they become immune to this effect for 24 hours. A creature that succeeds their Wisdom saving throw is aware that you are attempting to manipulate them, but cannot detect the magical nature of the manipulation without additional senses or detection by magical means.", :level 14, :name "Walk into my Parlor"}], :warlock-spells {1 {0 :alarm, 1 :ray-of-sickness}, 2 {0 :silence, 1 :web}, 3 {0 :feign-death, 1 :nondetection}, 4 {0 :compulsion, 1 :phantasmal-killer}, 5 {0 :modify-memory, 1 :insect-plague}}}, :the-ashen-wolf {:class :warlock, :key :the-ashen-wolf, :level-modifiers [], :name "The Ashen Wolf", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "Starting at 1st level, you can exhale a 15-foot long cone of blistering embers as an action. Creatures within the cone must make a Constitution saving throw against your warlock spell save DC. Creatures that fail take fire damage equal to your warlock level + your Charisma modifier, and are blinded for one minute. They can repeat their saving throw at the end of each of their turns, ending the effect on a success.\n\nOnce you activate this feature, you cannot do so again until you finish a short or long rest. Additionally, you can breathe and see normally in smoke or ash-filled air.", :name "Breath of Smoke"} {:description "Beginning at 6th level, the Ashen Wolf empowers you with a fragment of its terrible hunger. Whenever you move during combat, you can choose to leave behind a trail of ash that hangs gently in the air, lightly obscuring the area until the start of your next turn. Whenever a hostile creature enters this trail, you can use a reaction to summon a set of flaming fangs to bite them. Make a melee spell attack roll against the target. If you hit, the target takes 1d10 fire damage.", :level 6, :name "Feast for the Fire"} {:description "At 10th level, your patron grants you a portion of its primal stamina. You gain resistance to fire damage. Whenever you finish a short rest, you can choose to reduce your level of exhaustion by one. You can do this twice, and you recover these uses when you finish a long rest.", :level 10, :name "Endless Pursuit"} {:description "At 14th level, you unlock the power to incarnate in the form of your patron. As an action, you assume the form of a Medium or Large canine creature wrapped in flame. Your statistics are unchanged, and your equipment merges into your new form but still functions as normal. For 1 minute, or until you exit this form as a bonus action, you gain the following benefits.\n\nYou ignore your current level of exhaustion.\nYour speed increases by 20 feet.\nYou have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.\n\nYou are immune to fire damage. When you use this feature, two hell hounds (MM pg. 182) burst forth from your burning flesh into spaces within 5 feet of you. They respond eagerly to your commands for the duration of the change, have twice as many hit points as normal, and are elementals, not fiends.\n\nWhen you exit this form, you immediately attempt to reabsorb the hell hounds. The hell hounds instantly fall apart as ash and swirl back to you from up to 300 feet away. If a hell hound has died or cannot return due to distance, you gain one level of exhaustion per hound that is missing.\n\nOnce you use this feature, you cannot do so again until you finish a long rest.", :level 14, :name "The Hounds of Hell"}], :warlock-spells {1 {0 :inflict-wounds, 1 :longstrider}, 2 {0 :flame-blade, 1 :pass-without-trace}, 3 {0 :melf-s-minute-meteors, 1 :haste}, 4 {0 :fire-shield, 1 :wall-of-fire}, 5 {0 :cloudkill, 1 :rar-s-telepathic-bond}}}, :keeper-of-the-depths {:class :warlock, :key :keeper-of-the-depths, :level-modifiers [], :name "Keeper of the Depths", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "Starting at 1st level, your patron visits you in your dreams, learning what you've learned in exchange for hidden knowledge.\n\nWhenever you finish a long rest, you gain proficiency in two skills, languages, or tools of your choice. You remain proficient in these until you finish another long rest, at which point you can choose new ones to replace them. Additionally, you gain a swim speed equal to your movement speed.", :name "Secrets of the Lost"} {:description "At 6th level, you learn to call the force of the depths to crush your enemies and drag them to the deeps. As a bonus action, you can generate a sphere of pressure in a 15-foot radius around yourself. Hostile flying creatures are dragged to the earth, even beyond this radius, and suffer falling damage while hostile swimming creatures sink 30 feet at the start of their next turn. This area counts as difficult terrain for hostile creatures, and any hostile creature that ends its turn there must make a Constitution saving throw against your warlock spell save DC. If they fail, their movement speed is halved until the end of their next turn.", :level 6, :name "Sunken Dreams"} {:description "At 10th level, your patron allows you to call on its unspeakable secrets and inflict them on others. As an action, choose a creature within 60 feet. The target must make a Wisdom saving throw against your warlock spell save DC. If they fail, they are driven mad, and must use their action to make a melee attack against themselves during their turn. At the start of each of their turns, they can repeat this saving throw, ending the effect on a success.\n\nOnce you use this feature, you can't do so again until you finish a short or long rest.", :level 10, :name "Madness of the Deep"} {:description "Starting at 14th level, you can summon the terrible maw of the Keeper to appear before you as an action. A massive beak surrounded by tentacles appears and attempts to grab a target of your choice within 30 feet. When a creature is targeted, it must make a Strength saving throw against your warlock spell save DC to shake off the grasp of the horror. If the target fails it is dragged into the beak and bitten, taking 6d10 piercing damage and 6d10 psychic damage. If this is enough to reduce the target to 0 hit points, you can choose to have them be swallowed whole by the mouth, consuming them. Either way, the maw then immediately disappears. If you have a creature eaten using this feature, your patron visits you in your dreams during your next long rest and grants you a boon in return for the sacrifice. Choose any spell of 5th level or lower from the warlock or wizard spell lists. You can cast this spell twice using a warlock spell slot, after which it is lost. If you do not cast this spell before sacrificing another creature with this ability and resting, it is lost.\n\nOnce you summon this maw, you cannot do so again until you finish a long rest.", :level 14, :name "Consumption of Mind and Soul"}], :warlock-spells {1 {0 :identify, 1 :sleep}, 2 {0 :locate-object, 1 :zone-of-truth}, 3 {0 :crushing-tide, 1 :water-breathing}, 4 {0 :control-water, 1 :divination}, 5 {0 :legend-lore, 1 :forgotten-pain}}}, :the-wild-huntsman {:class :warlock, :key :the-wild-huntsman, :level-modifiers [], :name "The Wild Huntsman", :option-pack "Compendium of Forgotten Secrets", :profs {:skill-options {:options {:survival true}}}, :traits [{:description "At 1st level, you can call on your connection to the cold winds of the blizzard to carry you to your quarry. Whenever you make an attack roll, you can use a bonus action move up to 30 feet towards your target, even while mounted. When you do so, you create icy difficult terrain along your path and in a 5- foot radius around your space at your destination that lasts until the start of your next turn.\n\nHostile creatures that move into the area of this ice for the first time must make a Dexterity (Acrobatics) check against your warlock spell save DC or be knocked prone.", :name "Black Frost"} {:description "Starting at 6th level, you learn to summon a steed from the Huntsman's stable. You can cast find steed without expending a spell slot. When cast in this way, its casting time is one action, and you can choose to have the steed appear underneath you.\n\nWhile you are mounted on the steed, you can choose to redirect any damage that it would take to yourself. Your steed does not recover hit points whenever you cast the spell again, but does recover all lost hit points whenever you finish a short or long rest. If your steed has been reduced to 0 hit points, it cannot be summoned again using this feature until you finish a long rest. At 14th level, you can re-summon a fallen steed after you finish a short rest.", :level 6, :name "Cold Rider"} {:description "At 10th level, you learn to call to the Huntsman's favored servants. You gain resistance to cold damage, and are not subject to exhaustion gained from cold environments or high altitudes.\n\nAs an action, you can summon a pack of the Huntsman's hounds to an empty space within 30 feet of you. These hounds understand your commands, and obey you without hesitation. They also gain additional maximum hit points equal to your warlock level. Whenever your pack is reduced to 0 hit points, they vanish into frozen mist. You can also dismiss your hounds at any time as an action, causing them to disappear - their hit points remain constant during this time. If your pack has been reduced to 0 hit points, it cannot be summoned again until you finish a long rest.", :level 10, :name "Hounds of the Huntsman"} {:description "At 14th level, the cold winds of the boreal forests come at your call. You, your steed, and your hounds ignore difficult terrain while in cold regions, and your hounds and steed also gain resistance to cold damage. Whenever you finish a long rest, you can choose to perform a ritual that will gradually change the climate of a 10-mile radius to become cold and snowbound by an unnatural blizzard. This need be performed only once in mountainous or cold environments, twice in temperate regions, or three times in warm, tropical lands to reach full effect.\n\nCreatures not native to the cold have disadvantage on Survival and Perception checks while within the area of Fimbulwinter. Creatures of your choosing are immune to this effect and to any exhaustion from being exposed to a cold environment.\n\nIf you fail to perform this ritual, the blizzard will cease within the day, and the snow will melt as normal.", :level 14, :name "Fimbulwinter"}], :warlock-spells {1 {0 :hunters-mark, 1 :ice-knife}, 2 {0 :cordon-of-arrows, 1 :pass-without-trace}, 3 {0 :conjure-animals, 1 :haste}, 4 {0 :freedom-of-movement, 1 :locate-creature}, 5 {0 :awaken, 1 :cone-of-cold}}}, :the-shadowcat {:class :warlock, :key :the-shadowcat, :level-modifiers [], :name "The Shadowcat", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "At 1st level, servants of the Shadowcat prowl through the far planes around you, defending you from harm. Whenever a creature you can see attacks you from within 60 feet, you can use your reaction to cause ethereal claws to lash out in retaliation. Make a melee spell attack roll. On a hit, the attacker takes slashing damage equal to your warlock level plus your Charisma modifier. If the target is slain, the attack against you fails. You can use this feature a number of times equal to your Charisma modifier and these uses recover whenever you finish a long rest.", :name "Claws of Shade"} {:description "At 6th level, as a bonus action, you can devour the fortune of a target within 60 feet. The subject has disadvantage on their next attack roll, ability check, or saving throw. You gain advantage on your next attack roll, ability check, or saving throw. Once you use this feature, you can't use it again until you finish a short or long rest.", :level 6, :name "Stolen Luck"} {:description "At 10th level, whenever you are subject to an effect that requires you to make a Dexterity saving throw, you can use your reaction to instantly dissolve into a dark mist and reappear at an unoccupied location within 30 feet, avoiding the effect. You cannot use this feature again until you finish a short or long rest.", :level 10, :name "Umbral Vault"} {:description "At 14th level, you can summon a servant of the Shadowcat into your realm within 30 feet of you as an action. The utterly black feline creature, called an ink lynx, acts under your command during its turn.\n\nThe servant remains until it dies, you dismiss it, or one minute has passed. Once you summon the lynx, you cannot do so again until you finish a long rest.", :level 14, :name "Call to the Night"}], :warlock-spells {1 {0 :animal-friendship, 1 :feather-fall}, 2 {0 :find-traps, 1 :silence}, 3 {0 :conjure-animals, 1 :nondetection}, 4 {0 :greater-invisibility, 1 :phantasmal-killer}, 5 {0 :antilife-shell, 1 :creation}}}, :the-gray-portrait {:class :warlock, :key :the-gray-portrait, :level-modifiers [], :name "The Gray Portrait", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "t 1st level, you create and magically bind yourself to your Gray Portrait. The Gray Portrait is a Small object that weighs at least 25 lbs. and has 15 AC, hit points equal three times your warlock level, and resistance to all damage.\n\nIt uses your statistics for saving throws. If your portrait is ever destroyed, you die. It can be repaired using the spell mending at a rate of 1 hit point per minute. You can choose to see through the Portrait's eyes at any time, and are always aware of its current state. The Portrait does not have to be a painting, but it must be an object that resembles you, such as a statue, doll, or mask. If you are resurrected after your portrait is destroyed, you construct another during your next long rest.\n\nYou gain immunity to disease, and you gain advantage on saving throws against poisons and the poisoned condition. Finally, your appearance becomes one of the following: timeless, youthful, refined, dignified, beautiful, elegant, or debauched, and it seems to always stay that way.\n\nAt 11th level, your portrait gains an additional 15 hit points.", :name "Bound to the Painting"} {:description "At 6th level, you can more easily send your pain to your painting. Whenever you suffer damage, you can use your reaction to gain resistance to that damage. When you do, your painting takes damage equal to the new total that ignores its resistances. Whenever you rest, your Gray Portrait mends itself. It recovers half its hit points when you finish a short rest, and recovers all lost hit points when you finish a long rest.", :level 6, :name "Redirected Suffering"} {:description "At 10th level, you are irreversibly bound to your Portrait. You no longer age, and cannot be magically aged. You gain resistance to necrotic damage and immunity to effects that would reduce the value of your maximum hit points, such as a vampire's life draining attack.", :level 10, :name "Parchment Skin"} {:description "At 14th level, your ties to the Portrait enable you to destroy the lives of others, twisting them with terrible compulsions and inspiring thoughts of revenge. You can cast geas or modify memory once without expending a spell slot. You cannot do so again until you finish a short or long rest.", :level 14, :name "Hated Immortal"}], :warlock-spells {1 {0 :color-spray, 1 :sanctuary}, 2 {0 :calm-emotions, 1 :enhance-ability}, 3 {0 :glyph-of-warding, 1 :sending}, 4 {0 :death-ward, 1 :stone-shape}, 5 {0 :contagion, 1 :mislead}}}, :the-serpent-empress {:class :warlock, :key :the-serpent-empress, :level-modifiers [], :name "The Serpent Empress", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "At 1st level, you receive the favor of your patron. You gain advantage on saving throws against poison and the poisoned condition. Whenever you inflict the poisoned condition on a creature, you gain advantage on your first attack roll made within one minute. Additionally, you can speak to snakes, serpents, and other reptiles as though you were under the effects of the speak with animals spell.", :name "Blessing of the Empress"} {:description "At 6th level, you can cause a swarm of serpents to grow from your head as a bonus action, and they remain until you dismiss them. While they are out, you can see through the eyes of these serpents. As long as the serpents can see, you have advantage on Perception checks, gain darkvision out to 30 feet, and have immunity to the blinded condition. Whenever you are attacked by a creature within 5 feet of you, you can use your reaction to cause the serpents to strike. The attacker must make a Constitution saving throw against your warlock spell save DC or be poisoned until the end of your next turn.\n\nYou can use this reaction a number of times equal to your Charisma modifier, and these uses recover whenever you finish a long rest.", :level 6, :name "Hair of Snakes"} {:description "At 10th level, your veins run with venom. You gain resistance to poison damage and immunity to the poisoned condition. Additionally, poison damage you deal treats immunity to poison as resistance to poison. Creatures immune to the poisoned condition are considered to be not immune, but they do have advantage on any saving throw against the poison.", :level 10, :name "Toxic Blood"} {:description "At 14th level, your patron looks from your eyes and exerts her power through you. As an action while your hair-serpents are revealed and you are not blinded, you can cast flesh to stone without using verbal, somatic, or material components. When you do so using this feature, the spell targets all creatures within a 30-foot cone. You can cast this spell in this way once, and this use recovers whenever you finish a long rest.\n\nAdditionally, you gain immunity to poison damage.", :level 14, :name "Petrifying Gaze"}], :warlock-spells {1 {0 :command, 1 :ray-of-sickness}, 2 {0 :protection-from-poison, 1 :silence}, 3 {0 :feign-death, 1 :serpents-bite}, 4 {0 :compulsion, 1 :dominate-beast}, 5 {0 :cloudkill, 1 :modify-memory}}}, :the-accursed-archive {:class :warlock, :key :the-accursed-archive, :level-modifiers [], :name "The Accursed Archive", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "At 1st level, you have feasted your eyes upon the books of the Archive, and your mind has both withered and grown. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill, and you gain proficiency in one skill of your choosing.\n\nYou can use an action to enter the Accursed Archive along with up to ten willing companions of your choosing. Time does not pass outside the Archive while you are within, and you cannot rest, recover hit points, or maintain concentration while inside. For more information on the Archive, see the \"Inside the Archive\" section. When you choose to depart, you and your companions return instantly to the point from which you entered.\n\nOnce you use this feature, you cannot do so again until you finish a long rest.", :name "Tainted Knowledge"} {:description "At 6th level, you've learned the rites to summon beasts of nightmare from the rune-covered scrolls within the Archive. When you take damage, you can use your reaction to summon a single creature with a CR less than or equal to one-third of your warlock level that is a monstrosity, fiend, or aberration to a location within 10 feet of you. The DM chooses which creature of your chosen type is summoned, and its CR should be as close as possible to the requested value. When the creature appears, it is initially hostile to all creatures around it. The creature remains for one hour or until you banish it as an action while within 30 feet of it. The creature must make a Charisma saving throw against your warlock spell save DC. If it fails, it is banished back to its place of origin. You can continue to attempt to banish the creature until you succeed. Once you use this feature, you cannot do so again until you finish a long rest.", :level 6, :name "Written in Blood"} {:description "At 10th level, you uncover secrets that could shatter the balance of the heavens and hells. Choose any spell of 4th level or lower that is not a cantrip. You can cast this spell once using a warlock spell slot. Once you do so, you cannot do so again until you finish a long rest. Whenever you are within the Archive, you can exchange this spell for a different one, but cannot use it until you finish a long rest. You cannot exchange the spell if you have already cast the spell and have not completed a long rest to restore it. Whenever you cast your chosen spell, you gain immunity to the frightened condition. This immunity lasts until you finish a short or long rest.", :level 10, :name "Vile Heresies"} {:description "At 14th level, you discover the real purpose of the Accursed Archive - the spread of the information that will bring ruin to the world. Whenever you have spent at least one minute communicating with one or more creatures, you can attempt to share an Unspeakable Truth with them.\n\nAll creatures who can hear and understand your words other than you must make a Wisdom saving throw against your warlock spell save DC. If they fail, they are driven mad, and suffer confusion as though affected by the confusion spell indefinitely. They can repeat this saving throw with disadvantage each time they suffer damage, ending the effect on a success. If they succeed the original saving throw, they can cast a single spell of your choosing that you can cast of 3rd level or lower once without expending a spell slot - all creatures receive the same spell, and you choose the spell each time you use this feature. The spell you choose must be able to inflict damage. Charisma is their spellcasting ability for this spell. A creature can only be affected once by this feature per 24 hours. Each creature can gain only one usage of this benefit at a time. If they would receive the benefit of this feature more than once, the new spell replaces the old spell.\n\nOnce you use this feature, you cannot do so again until you finish a long rest.", :level 14, :name "Unspeakable Truths"}], :warlock-spells {1 {0 :detect-evil-and-good, 1 :inflict-wounds}, 2 {0 :accursed-wish, 1 :dark-secret}, 3 {0 :blackened-heart, 1 :blasphemy}, 4 {0 :evards-black-tentacles, 1 :forbidden-obelisk}, 5 {0 :dispel-evil-and-good, 1 :legend-lore}}}, :the-eternal-citadel {:class :warlock, :key :the-eternal-citadel, :level-modifiers [], :name "The Eternal Citadel", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "At 1st level, you gain the ability to shield yourself and others from harm. Whenever you or an ally within 30 feet would take damage, you can use your reaction to create a mystical barrier of energy around them. The amount of damage the ally would take is reduced by half your warlock level + your Charisma modifier.\n\nYou can use this feature a number of times equal to your Charisma modifier, and these uses recover when you finish a long rest.", :name "Righteous Guardian"} {:description "At 6th level, whenever you would take damage, you can use your reaction become immune to the damage from that effect or attack, and you gain temporary hit points equal to half your warlock level.\n\nOnce you use this feature, you cannot use it again until you finish a short or long rest.", :level 6, :name "Force of Preservation"} {:description "At 10th level, your connection with the Eternal Citadel deepens, enabling you to call upon it for defense. You learn two of the following spells, they count as warlock spells for you, and they do not count against your total spells known: wall of fire, wall of force, wall of sand, wall of water, wind wall. You can cast one of these two spells once without expending a spell slot.\n\nOnce you do so, you cannot do so again until you finish a short or long rest.", :level 10, :name "Builder of Walls"} {:description "At 14th level, your oath to the Eternal Citadel becomes irrevocable. You no longer age, and cannot be magically aged. You also do not require food or water. \n\nAdditionally, you can call down an onslaught of timeless power from the central spire of the Citadel to burn away the souls of your foes. As an action, choose an infinitely tall 10- foot-radius cylinder at a location you can see within 200 feet of you, which becomes gently illuminated with otherworldly light. At the start of your next turn, a beam of golden energy shoots down from the sky, and creatures within the area must make a Charisma saving throw against your warlock spell save DC. If they fail, they take 7d6 radiant damage, 7d6 force damage, and are blinded until the start of your next turn. If they succeed, they take half as much damage and are not incapacitated. This beam ignores obstacles.\n\nOnce you do this, you cannot do so again until you finish a long rest.", :level 14, :name "Bound to the Aeons"}], :warlock-spells {1 {0 :absorb-elements, 1 :sanctuary}, 2 {0 :arcane-lock, 1 :warding-bond}, 3 {0 :glyph-of-warding, 1 :leomunds-tiny-hut}, 4 {0 :otilukes-resilient-sphere, 1 :stoneskin}, 5 {0 :passwall, 1 :wall-of-stone}}}, :the-perfect-chord {:class :warlock, :key :the-perfect-chord, :level-modifiers [], :name "The Perfect Chord", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "At 1st level, your heartbeat is tuned to the Perfect Chord. You gain proficiency in the Performance skill. Whenever you cast a spell that has only a verbal and somatic component you can choose to cast it as though it only had a verbal component. Whenever you cast a spell of 1st level or higher that only has a verbal component, including those modified by this feature, you gain temporary hit points equal to your Charisma modifier that last for one minute.", :name "Seeker of the Sound"} {:description "At 6th level, you learn to turn the tempo of battle against your enemies. Whenever you are attacked by a creature that you can see, you can use your reaction to inflict a moment of perfect silence upon your attacker. It must make a Charisma saving throw against your warlock spell save DC. If it fails, it is deafened for one minute and takes thunder damage equal to 1d6 damage per two warlock levels you possess as the sound echoes back. Once you use this feature, you cannot do so again until you finish a short or long rest.", :level 6, :name "Deceptive Cadence"} {:description "At 10th level, your spirit copies the sounds it hears with perfect clarity. You gain resistance to thunder damage. Whenever you sing, you can mimic the sounds of one or more instruments simultaneously. Additionally, you can mimic speech and other vocalizations, but not spellcasting. Creatures must succeed an Insight check against your warlock spell save DC + 10 to determine the sound is falsified by listening alone.", :level 10, :name "Voice of the Maestro"} {:description "At 14th level, you learn to call upon a single note of the Perfect Chord to manifest itself into reality. As an action, you sing to the Chord. When you do, you can choose to have it appear in one of the following ways, each with different effects:\n\nPrelude: You and allies within 30 feet of you gain advantage on initiative checks, and you can add your Charisma modifier to initiative rolls. This effect lasts for 3 hours.\nReprise: While you maintain concentration as though concentrating on a spell, you can use your bonus action to make a single attack. This effect lasts up to 1 minute.\nDirge: Hostile creatures within 30 feet must make a Charisma saving throw against your warlock spell save DC. While you maintain concentration, all hostile creatures that failed their saving throw have disadvantage on all attack rolls and ability checks. This effect lasts up to 1 minute.\nEncore: Choose a spell of 7th level or lower that you have seen cast by someone other than you in the past minute.\n\nYou immediately cast that spell, ignoring material component requirements. Once you call upon the Chord using this feature, you cannot do so again until you finish a long rest.", :level 14, :name "The Grand Finale"}], :warlock-spells {1 {0 :dissonant-whispers, 1 :thunderwave}, 2 {0 :knock, 1 :silence}, 3 {0 :beacon-of-hope, 1 :resonance}, 4 {0 :compulsion, 1 :dominate-beast}, 5 {0 :animate-objects, 1 :awaken}}}, :the-storm-lord {:class :warlock, :key :the-storm-lord, :level-modifiers [], :name "The Storm Lord", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "At 1st level, you can cause other creatures to cower as you manifest a fraction of the awe-inspiring glory of the Storm Lord. As an action, you can cause creatures of your choosing within a 30-foot radius originating from you to make a Charisma saving throw against your warlock spell save DC. The creatures that fail their saving throws are knocked prone, and have their speed halved until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.", :name "Majesty of the Cloud Ruler"} {:description "At 6th level, you passively manifest a small tempest around yourself. Whenever you take the Dash action or move using a reaction, non-magical ranged attacks against you are made with disadvantage until the start of your next turn. Also, you have advantage on saving throws against dangerous gasses, clouds, and forceful winds or other similar effects. Finally, your vision is not obscured by fog, mist, smoke, or other airborne particles.", :level 6, :name "Breath of the Gale"} {:description "Beginning at 10th level, your patron grants you a connection to the primal places that are heard in the thunder. Whenever you deal lightning or thunder damage using a spell of 1st level or higher or cast a spell granted by your patron’s extended spell list, you can use a bonus action to teleport to an unoccupied location within 5 feet of the target or to a point within the spell's area.", :level 10, :name "Rider of Lightning"} {:description "At 14th level, you discover the secrets of the unspoken heroes that sought the downfall of the Storm Lord. As an action, you can cleave the air with a blade of purest wind. All targets within 5-foot-wide line 300 feet long and 300 feet high must make a Dexterity saving throw against your warlock spell save DC. Those that fail take force damage equal to three times your warlock level, while those that succeed take half as much damage. Once you use this feature, you cannot do so again until you finish a long rest.", :level 14, :name "Slayer of the King"}], :warlock-spells {1 {0 :fog-cloud, 1 :thunderwave}, 2 {0 :gust-of-wind, 1 :warding-wind}, 3 {0 :call-lightning, 1 :wind-wall}, 4 {0 :ice-storm, 1 :storm-sphere}, 5 {0 :control-winds, 1 :mislead}}}, :the-fallen-exile {:class :warlock, :key :the-fallen-exile, :level-modifiers [], :name "The Fallen Exile", :option-pack "Compendium of Forgotten Secrets", :traits [{:description "At 1st level, the Exile's duality of betrayal and compassion infuses your spellcasting, enabling you to reach into the world in the same way that it does. Whenever you cast a spell using a warlock spell slot, you can choose to cast the spell as though you were located in the space of an enemy or ally that you can see within 60 feet. When you cast from the space of an enemy, that enemy takes 1d10 fire damage. When you cast from the space of an ally, that ally gains 1d4 temporary hit points.", :name "Cosmic Conduit"} {:description "At 6th level, the Exile grants you a portion of the power it stole from the other stars as it fell, allowing access to their spirits. Choose two of the following Dawn Constellations.\n\nThe Chariot: When you take the Attack action, you can take the Dash action as a bonus action.\n\nDeath: You gain proficiency in death saving throws.\n\nThe Emperor: Fire, cold and lightning damage you deal ignores resistances.\n\nThe Fool: Whenever you cast a spell that does not deal damage, you can take the Disengage action as a bonus action.\n\nThe Hanged Man: You have advantage on ability checks and saving throws to disbelieve illusions.\n\nThe Lovers: You have advantage on saving throws against the charmed condition.\n\n\nThe Magician: Your spells of 1st level and higher ignore half and three-quarters cover so long as there is nothing between the sky and the target.\n\nThe Sun: You can cast feather fall without expending a spell slot at will, and you gain immunity to falling damage.\n\nTemperance: You gain advantage on Wisdom (Insight) checks made to discern the motives of creatures.\n\nThe Tower: You cannot be moved against your will by another creature while your feet are touching the earth.\n\nThe World: You learn one cantrip on the wizard spell list. You can replace this cantrip with a different one from the wizard spell list whenever you finish a long rest.", :level 6, :name "Stardust Crusader"} {:description "At 10th level, you wrest power from the Exile's true foes with ease. Whenever you finish a long rest, you can exchange your chosen Constellations for different ones. Additionally, you gain resistance to radiant damage.", :level 10, :name "Under the Night Sky"} {:description "At 14th level, you have finally usurped the celestial spheres. You can choose two of the following Dusk Constellations.\n\nThe Devil: You have advantage on Persuasion checks to make a bargain with another creature.\n\nThe Empress: When you finish a short or long rest, you gain temporary hit points equal to half your warlock level.\n\nThe Hierophant: You can cast water walk targeting only yourself without expending a spell slot at will. You also gain resistance to fire and acid damage.\n\nJustice: Whenever you cast a spell using a spell slot, you regain hit points equal to the level of the spell slot used.\n\nThe Moon: You can cast enlarge/reduce without expending a spell slot. Once you do so, you cannot do so again until you finish a short or long rest.\n\nThe Priestess: You gain one additional maximum hit point per warlock level you possess so long as you have this Constellation selected.\n\nThe Star: You can take a second bonus action on your turn. Once you do so, you cannot do so again until you finish a short or long rest.\n\nStrength: You are considered one size category larger, though your actual size does not change.\n\nThe Wheel of Fortune: You can use a bonus action to generate items worth 25 gp. or less. Doing so a second time destroys the previous items.", :level 14, :name "Astrological Savant"}], :warlock-spells {1 {0 :color-spray, 1 :faerie-fire}, 2 {0 :continual-flame, 1 :see-invisibility}, 3 {0 :blink, 1 :daylight}, 4 {0 :divination, 1 :greater-invisibility}, 5 {0 :circle-of-power, 1 :dispel-evil-and-good}}}}}, "UA - Cleric - (Sinatrex#1246)" {:orcpub.dnd.e5/subclasses {:forge-domain {:class :cleric, :cleric-spells {1 {0 :searing-smite, 1 :shield}, 2 {0 :heat-metal, 1 :magic-weapon}, 3 {0 :elemental-weapon, 1 :protection-from-energy}, 4 {0 :fabricate, 1 :wall-of-fire}, 5 {0 :animate-objects, 1 :creation}}, :key :forge-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Forge Domain", :option-pack "UA - Cleric", :traits [{:description "At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it's a weapon. Once you use this feature, you can’t use it again until finish a long rest.", :name "Blessing of the Forge"} {:description "Starting at 2nd level, you can use your Channel Divinity to create simple items. Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished item that is at least part metal. The item is completed at the end of the rest. The object can be worth no more than 100 gp, and as part of this ritual you must expend metals such as coins or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key, if you possess the original during your short rest.", :level 2, :name "Channel Divinity: Artisan's Blessing"} {:description "Starting at 6th level, your mastery of the forge grants you a number of special abilities:\nYou gain a +1 bonus to AC while you are wearing medium of heavy armor.\nYou gain a resistance to fire damage.\nWhen you hit a construct with an attack, you deal additional force damage to it equal to your cleric level.", :level 6, :name "Soul of the Forge"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, your affinity for fire and metal becomes more powerful due to your deity's blessing. You gain immunity to fire damage, and while you're wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", :level 17, :name "Saint of Forge and Fire"} {:description "At 1st level, you gain proficiency heavy armor.", :name "Bonus Proficiencies"}]}, :grave-domain {:class :cleric, :cleric-spells {1 {0 :bane, 1 :false-life}, 2 {0 :gentle-repose, 1 :ray-of-enfeeblement}, 3 {0 :revivify, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell, 1 :raise-dead}}, :key :grave-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Grave Domain", :option-pack "UA - Cleric", :traits [{:description "At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell's healing as having rolled their maximum result. In addition, if you have the spare the dying cantrip, you can cast it as a bonus action.", :name "Circle of Mortality"} {:description "Starting at 1st level, you gain an innate sense of creatures whose existence is an insult to the natural cycle of life. If you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area. This detection extends up to 1 mile, in all direction. You learn the number of undead and their distance and direction from you. In addition, you learn the creature type of the undead in that area that has the highest challenge rating. Once you use this feature, you can't use it again until you finish a long rest.", :level 1, :name "Eyes of the Grave"} {:description "Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination. As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attacks damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends. If the creature has resistance or is immune to the damage, it instead loses it's resistance or immunity against that spell or attack when it first applies damage.", :level 2, :name "Channel Divinity"} {:description "Starting at 6th level, you gain the ability to impede death's progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. \nOnce you use this deature, you can't use it again until you finish a short or long rest.", :level 6, :name "Sentinel at Death's Door"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature as long as you aren’t incapacitated, but no more than once per round.", :level 17, :name "Keeper of Souls"} {:description "At 1st level, you gain proficiency heavy armor.", :name "Bonus Proficiencies"}]}, :protection-domain {:class :cleric, :cleric-spells {1 {0 :searing-smite, 1 :protection-from-evil-and-good}, 2 {0 :aid, 1 :protection-from-poison}, 3 {0 :protection-from-energy, 1 :slow}, 4 {0 :guardian-of-faith, 1 :otilukes-resilient-sphere}, 5 {0 :antilife-shell, 1 :wall-of-force}}, :key :protection-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Protection Domain", :option-pack "UA - Cleric", :traits [{:description "Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.", :name "Shield of the Faithful"} {:description "Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level", :level 2, :name "Channel Divinity: Radiant Defense"} {:description "Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell's level.", :level 6, :name "Blessed Healer"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.", :level 17, :name "Indomitable Defense "} {:description "At 1st level, you gain proficiency heavy armor.", :name "Bonus Proficiencies"}]}}}, "KP - Deep Magic 06 - Angelic Wards + Seals - (NineArtsDragon#3773)" {:orcpub.dnd.e5/feats {:heavenly-scribe {:ability-increases #{}, :description "You have discovered the name of an angel and deciphered the means to invoke a sliver of its power. You gain the following benefits.\n-You learn the Celestial language if you don't already know it\n-You learm one angelic seal of your choice from those available to the Angelic Scribe arcane tradition. If it requires a saving throw, you DC = 8 + your proficiency bonus + your Intelligence modifier.", :key :heavenly-scribe, :name "Heavenly Scribe", :option-pack "KP Angelic Wards & Seals", :prereqs #{:orcpub.dnd.e5.character/int}, :props {:language-choice 1}}, :heavens-chosen {:ability-increases #{}, :description "Prerequisite: Any nonevil alignment\nYou have drawn the attention of a benevolent celestial spirit that protects you from harm. When you fail a saving throw, you can choose to roll a new saving throw with a single d20 regardless of any circumstances that would otherwise impose advantage or disadvantage. You can’t use this feat again until you finish a long rest.", :key :heavens-chosen, :name "Heaven's Chosen", :option-pack "KP Angelic Wards & Seals", :prereqs #{}, :props {:language-choice 1}}}, :orcpub.dnd.e5/selections {:angelic-seals {:key :angelic-seals, :name "Angelic Seals", :option-pack "KP Angelic Wards & Seals", :options [{:description "The user can reroll a failed ability check.\nGreater: As an action, the user can force a creature who can hear the user to make a Wis save vs your spell DC or be charmed for 10 min. This seal can't be used again on the same creature until the user finishes a short or long rest.", :name "Benevolence"} {:description "The user adds 1/2 your Int modifier to its Insight and Perception checks.\nGreater: The user gains 10 ft blindsight", :name "Clarity"} {:description "When the user is hit with an attack from a visible source, they can use their reaction to gain +2 to AC vs the attack.\nGreater: The user gains resistance to nonmagical weapon damage.", :name "Fortitude"} {:description "The user can add +1 to an attack roll, saving throw, or ability check. The addition is made after rolling the dice but before the GM reveals the result.\nGreater: After making an attack roll, saving throw, or ability check, the user can roll another d20 and choose which result to use. The second roll is made after the first roll is made but before the result is determined. This feature can be used once/rest.", :name "Fortune"} {:description "When the user reduces an enemy to 0 HP, they gain temporary HP = you Int modifier.\nGreater: At the start of its turn, the user gains temporary HP = you wizard level.", :name "Glory"} {:description "The user adds 1/2 your Int modifier to their Stealth checks. It loses this bonus until the start of the next turn or when it takes a hostile action.\nGreater: If it hasn't taken a hostile action this turn, the user can use its action to emit an aura of humility. A creature that wishes to attack the user must succeed a Wis save vs your spell DC or choose another target. If there are no other targets, the creature wastes its action doing nothing.", :name "Humility"} {:description "When the user hits a creature with an opportunity attack, the user can move up to 1/2 its speed, provided it ends the move no father from the creature it hit.\nGreater: As a reaction when it is hit with an attack, the user can cause the attacker to take radiant damage = to your Int modifier if the attacker is within 60 ft of the user.", :name "Judgement"} {:description "The user automatically succeeds its first death saving throw, at which time it regains 1 HP. This feature can be used once/rest.\nGreater: When the user regains HP, it regains additional HP = your Int modifier.", :name "Recovery"} {:description "When the user makes a Wis save, they can use their reaction to add your Int modifier to the roll. The bonus added after the roll is made but before the result is determined. This ability can be used once/rest.\nGreater: the user can't be charmed or frightened.", :name "Temperance"} {:description "Once on the user's turn when it hits with a weapon attack, the weapon deals 1 extra point of damage.\nGreater: The user's attacks are magical, and once on the user's turn when they hit, the attack deals additional radiant damage = 1/2 your wizard level.", :name "Wrath"}]}}, :orcpub.dnd.e5/spells {:seal-of-sanctuary {:description "You inscribe an angelic seal on the ground, floor, or\nother solid component of a structure. The seal creates\na spherical, spiritual boundary with a radius of 50\nfeet. For the duration, aberrations, elementals, fey,\nfiends, and undead who approach within 5 feet of the\nboundary know they are about to cross a dangerous\nbarrier. If the creature comes into contact with the\nboundary, it must make a Charisma saving throw. On\na failure, it takes 10d8 radiant damage, it’s repelled to 5\nfeet outside the boundary, and it can’t target anything\non the opposite side of the boundary with attacks,\nspells, or abilities. On a successful save, the creature\ntakes half as much radiant damage and can cross the\nboundary. While within 50 feet of the seal (inside\nthe boundary), aberrations, elementals, fey, fiends,\nand undead have disadvantage on ability checks,\nattack rolls, and saving throws. All of these effects\napply to the specified creatures trying to cross the\nboundary by any means, including teleportation and\nextradimensional travel.\nCreatures other than aberrations, elementals, fey,\nfiends, and undead can’t be charmed or frightened\nwhile within the area.\nThe seal has 50 hit points, has resistance to\nbludgeoning, piercing, and slashing damage, and is\nimmune to psychic and poison damage. If the seal is\nreduced to 0 hit points, the spell ends.", :key :seal-of-sanctuary, :school "abjuration", :name "Seal of Sanctuary", :duration "24 hours", :level 7, :option-pack "KP Angelic Wards & Seals", :components {:material true, :material-component "incense and special inks worth 250 gp, which the spell consumes", :somatic true, :verbal true}, :ritual true, :attack-roll? false, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :blessed-halo {:description "A nimbus of golden light surrounds your head for\nthe duration. The halo sheds bright light in a 20-foot\nradius and dim light for an additional 20 feet.\nThis spell grants you a pool of 10 points of healing.\nWhen you cast the spell and as an action on\nsubsequent turns during the spell’s duration, you\ncan expend points from this pool to restore an equal\nnumber of lost hit points to one creature within the\nspell’s bright light that you can see.\nAdditionally, you have advantage on Charisma\nchecks made against good creatures within the light\nshed by the halo.\nIf any of this spell’s area overlaps an area of magical\ndarkness created by a spell of 2nd level or lower, the\nspell that created the darkness is dispelled.\nAt Higher Levels. When you cast this spell using a\nspell slot of 3rd level or higher, the spell’s pool of\nhealing increases by 5 points for each spell slot above\n2nd and this spell dispels darkness spells of a level\nequal to the slot used in casting blessed halo.", :key :blessed-halo, :school "evocation", :name "Blessed Halo", :duration "Concentration, up to 1 minute", :level 2, :option-pack "KP Angelic Wards & Seals", :components {:material false, :material-component "", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :blade-of-wrath {:description "You create a sword of pure white fire in your free\nhand. The blade is similar in size and shape to a\nlongsword, and it lasts for the duration. If you let\ngo of the blade it disappears, but you can call it forth\nagain as a bonus action.\nYou can use your action to make a melee spell attack\nwith the blade. On a hit, the target takes 2d8 fire\ndamage and 2d8 radiant damage. An aberration, fey,\nfiend, or undead creature damaged by the blade must\nsucceed on a Wisdom saving throw or be frightened\nuntil the start of your next turn.\nThe blade sheds bright light in a 20-foot radius and\ndim light for an additional 20 feet.\nAt Higher Levels. When you cast this spell using a\nspell slot of 4th level or higher, the fire damage or the\nradiant damage (your choice) increases by 1d8 for each\nslot level above 3rd.", :key :blade-of-wrath, :school "evocation", :name "Blade of Wrath", :duration "Concentration, up to 10 minute", :level 3, :option-pack "KP Angelic Wards & Seals", :components {:material true, :material-component "a rebuke of evil, written in Celestial", :somatic true, :verbal true}, :attack-roll? true, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 ft."}, :blazing-chariot {:description "Calling upon the might of the angels, you conjure\na flaming chariot made of gold and mithral in an\nunoccupied space you can see within range. Two\nhorses made of fire and light pull the chariot. You and\nup to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet\nof movement) and are unharmed by the flames. Any\nother creature who touches the chariot or hits it or a\ncreature riding in it with a melee attack while within\n5 feet of the chariot takes 3d6 fire damage and 3d6\nradiant damage.\nThe chariot is AC 18, has 50 hit points, is immune\nto fire, poison, psychic, and radiant damage, and is\nresistant to all other nonmagical damage. The horses\nare not separate creatures but are part of the chariot.\nThe chariot vanishes if it’s reduced to 0 hit points, and\nany creature riding it falls. The chariot has a speed of\n50 feet and a fly speed of 40 feet.\nOn your turn, you can guide the chariot in place\nof your own movement. You can direct it to Dash,\nDisengage, or Dodge by using your bonus action.\nAs an action, you can cause the chariot to overrun\ncreatures in its path. For the remainder of the turn,\nthe chariot can enter a hostile creature’s space. The\ncreature takes damage as if it touched the chariot and\nmust make a successful Strength saving throw or be\nknocked prone.", :key :blazing-chariot, :school "conjuration", :name "Blazing Chariot", :duration "1 hour", :level 5, :option-pack "KP Angelic Wards & Seals", :components {:material true, :material-component "a small golden wheel worth 250 gp", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 ft."}, :angelic-guardian {:description "You conjure a minor celestial manifestation to protect\na creature you can see within range. A faintly glowing\nfigure resembling a human head and shoulders hovers\nwithin 5 feet of the target for the duration. The figure\nmoves to interpose itself between the target and any\nincoming attacks, granting the target +2 to AC.\nIf the target fails a Dexterity saving throw while the\nspell is active, it can use its reaction to roll a new save.\nThe spell then ends.", :key :angelic-guardian, :school "conjuration", :name "Angelic Guardian", :duration "Concentration, up to 1 minute", :level 1, :option-pack "KP Angelic Wards & Seals", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "30 ft."}, :greater-seal-of-sanctuary {:description "You inscribe an angelic seal on the ground, floor, or\nother solid component of a structure. The seal creates\na spherical, spiritual boundary with a radius of 100\nfeet. For the duration, aberrations, elementals, fey,\nfiends, and undead who approach within 5 feet of\nthe boundary know they are about to cross a deadly\nbarrier. If the creature comes into contact with the\nboundary, it must make a Charisma saving throw.\nOn a failure, it takes 15d8 radiant damage, it’s\nrepelled to 5 feet outside the boundary, and it can’t\ntarget anything on the opposite side of the boundary\nwith attacks, spells, or abilities. If the creature is a\nfiend that isn’t on its home plane, it is immediately\ndestroyed instead of taking damage. On a successful\nsave, the creature takes half as much radiant damage\nand can cross the boundary.\nWhile within 100 feet of the seal (inside the\nboundary), aberrations, elementals, fey, fiends, and\nundead have disadvantage on ability checks, attack\nrolls, and saving throws, and each takes 4d8 radiant\ndamage at the start of its turn.\nAll of these effects apply to the specified creatures\ntrying to cross the boundary by any means, including\nteleportation and extradimensional travel.\nCreatures other than aberrations, elementals, fey,\nfiends, and undead can’t be charmed or frightened\nwhile within 100 feet of the seal. The seal has 75 hit points, has resistance to\nbludgeoning, piercing, and slashing damage, and\nis immune to psychic and poison damage. If the\nseal is reduced to 0 hit points, the spell ends.", :key :greater-seal-of-sanctuary, :school "abjuration", :name "Greater Seal of Sanctuary", :duration "24 hours", :level 9, :option-pack "KP Angelic Wards & Seals", :components {:material true, :material-component "incense and special inks worth 500 gp, which the spell consumes", :somatic true, :verbal true}, :ritual true, :attack-roll? false, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :benediction {:description "You call down a blessing in the name of an angel\nof protection. A creature you can see within range\nshimmers with a faint white light. The next time the\ncreature takes damage, it can roll 1d4 and reduce the\ndamage by the result. The spell then ends.", :key :benediction, :school "abjuration", :name "Benediction", :duration "Concentration, up to 1 minute", :level 0, :option-pack "KP Angelic Wards & Seals", :components {:material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "60 ft."}, :devas-wings {:description "You touch a willing creature. The target grows feathery\nwings of pure white that grant it a flying speed of 60\nfeet (hover) for the duration. When the creature takes\nthe attack action, it can use a bonus action to make a\nmelee weapon attack with the wings with a reach of\n10 feet. If the wing attack hits, the target takes 1d6\nplus your spellcasting ability modifier in bludgeoning\ndamage and must make a successful Strength saving\nthrow or fall prone. When the spell ends, the wings\ndisappear and target falls if it was aloft.\nAt Higher Levels. When you cast this spell using a\nspell slot of 5th level or higher, you can choose one\nadditional target for each slot level above 4th.", :key :devas-wings, :school "transmutation", :name "Deva's Wings", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "KP Angelic Wards & Seals", :components {:material true, :material-component "a wing feather from any bird marked with an angelic symbol", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :heavenly-crown {:description "A glowing golden crown appears on your\nhead and sheds dim light in a 30-foot radius,\ninvoking the majesty of the heavenly planes.\nWhen you cast the spell and as a bonus\naction on subsequent turns, you can target\none willing creature within 30 feet of you\nthat you can see. If the target can hear you,\nit can use its reaction to make one melee\nweapon attack and then move up to half its\nspeed, or vice versa.", :key :heavenly-crown, :school "enchantment", :name "Heavenly Crown", :duration "Concentration, up to 1 minute", :level 6, :option-pack "KP Angelic Wards & Seals", :components {:material true, :material-component "a small golden crown worth 50 gp", :somatic true, :verbal true}, :ritual false, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (30 ft sphere)"}}, :orcpub.dnd.e5/subclasses {:angelic-scribe {:class :wizard, :key :angelic-scribe, :level-modifiers [], :level-selections [{:level 2, :num 2, :type :angelic-seals} {:level 6, :type :angelic-seals} {:level 10, :type :angelic-seals} {:level 14, :type :angelic-seals}], :name "Angelic Scribe", :option-pack "KP Angelic Wards & Seals", :traits [{:description "Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy an angelic magic spell into your spellbook is halved. When you gain a level, one of the two spells you learn for gaining a level can be an angelic magic spell even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be an angelic magic cantrip even if you’ve never previously encountered it.", :level 2, :name "Angelic Savant"} {:description "You learn two angelic seals of your choice. You can spend 10 minutes scribing an angelic seal you know on paper, canvas, stone tiles, or some other token that can be carried or displayed. Alternatively, you can spend 8 hours using appropriate artisan tools to carve or etch a more permanent seal into harder material. Once you have a seal, you can activate it as an action. You can have one active seal at a time. The number of active seals you can maintain increases by 1 at 6th level (2 seals), 10th level (3 seals), and 14th level (4 seals). As a bonus action, you can deactivate a seal. A broken or defaced seal deactivates immediately. A creature can gain the benefits of one active seal it holds or openly wears. The seal’s delicate magic is suppressed while its user concentrates on a spell or a similar effect. A suppressed seal still counts against your total number of active seals allowed. Each time you learn a new seal, you can also replace one seal you know with a different one.", :level 2, :name "Seal Scribe"} {:description "As an action, you can touch the seal to activate it. You must maintain concentration on the effect as if concentrating on a spell. Once activated, the warding seal creates a spiritual, spherical boundary with a radius of 30 feet, or surrounding a small building or series of rooms of similar dimension (a 22-foot cube, for example, or any space of approximately 11,000 cubic feet). Aberrations, fey, fiends, and undead cannot physically cross that boundary, cast spells across it, or project their abilities across it unless they make a successful Charisma saving throw against your spell save DC. A creature that fails the saving throw can try again on its next turn. A creature that succeeds and moves across the boundary into the protected area isn’t affected by the boundary while it remains inside (the boundary impedes only incoming entities and effects, not outgoing), but it must contend with the ward again if it leaves the area. If a creature can see the seal when it makes the saving throw, it has disadvantage. Additionally, when a creature you can see and who is carrying an active seal is targeted by an attack, you can use your reaction to\nimpose disadvantage on the attack roll.", :level 6, :name "Warding Seal"} {:description "You can use an action to empower one active angelic seal or warding seal to greater effect. If you choose an angelic seal, its user gains the greater benefit of the seal for 1 minute. This replaces the normal benefit while it is active. If you choose a warding seal, for the next hour a creature that fails its saving throw against the ward takes 6d6 radiant damage and automatically fails further saves against the ward during this time. You can use this ability twice, and you regain all expended uses when you finish a short or long rest.", :level 10, :name "Greater Seal"} {:description "You add conjure celestial to your spellbook, and it is a wizard spell for you.\nAdditionally, you can use a bonus action to infuse your seals with angelic wrath. For 1 minute, you and anyone in possession of one of your active seals within 30 feet of you deal an additional 1d8 radiant damage with weapon attacks. You can’t use this ability again until you finish a short or long rest.", :level 14, :name "Angelic Wrath"}]}}}, "Wayfinders Guide to Eberron (DivertedCircle#9718)" {:orcpub.dnd.e5/races {:half-elf-mark-of-detection- {:key :half-elf-mark-of-detection-, :speed 30, :name "Half-Elf (Mark of Detection)", :darkvision 60, :spells [{:value {:level 1, :key :detect-magic, :ability :orcpub.dnd.e5.character/int}} {:value {:level 1, :key :detect-poison-and-disease, :ability :orcpub.dnd.e5.character/int}}], :abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :languages #{"Common" "Elvish"}, :traits [{:description "You have advantage on saving throws against being charmed, and magic can't put you to sleep.", :name "Fey Ancestry"} {:description "When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Deductive Intuition"} {:description "You can cast the detect magic and detect poison and disease spells, but only as rituals. Intelligence is your spellcasting ability for these spells.", :name "Sense Threats"}]}, :human-mark-of-making- {:key :human-mark-of-making-, :speed 30, :name "Human (Mark of Making)", :spells [{:value {:key :mending}}], :abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common"}, :traits [{:description "When you make an ability check with artisan's tools, roll 1d4 and add it to the result.", :name "Artisan's Intuition"} {:description "You know the cantrip mending. You gain proficiency with one type of artisan's tools. Enter this manually.", :name "Maker's Gift"} {:description "You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace this with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips.", :name "Magecraft"} {:description "You can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it's armor or a +1 bonus to hit and damage if it's a weapon. Once you use this trait, you can't use it again until you finish a long rest.", :name "Spellsmith"}]}, :human-mark-of-sentinel- {:key :human-mark-of-sentinel-, :speed 30, :name "Human (Mark of Sentinel)", :spells [{:value {:key :blade-ward, :ability :orcpub.dnd.e5.character/wis}} {:value {:level 1, :key :shield, :ability :orcpub.dnd.e5.character/wis}}], :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common"}, :traits [{:description "When you roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Sentinel's Intuition"} {:description "You know the cantrip blade ward. You can cast shield once with this trait and regain the ability to do so after you finish a short or long rest.", :name "Sentinel's Shield"} {:description "As an action, you can designate an ally you can see as your ward. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack.", :name "Vigilant Guardian"}]}, :half-elf-mark-of-storm- {:key :half-elf-mark-of-storm-, :speed 30, :name "Half-Elf (Mark of Storm)", :darkvision 60, :spells [{:value {:key :gust}} {:level 3, :value {:level 2, :key :gust-of-wind}}], :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :languages #{"Common" "Elvish"}, :props {:swimming-speed 30, :damage-resistance {:lightning true}}, :traits [{:description "You have advantage on saving throws against being charmed, and magic can't put you to sleep.", :name "Fey Ancestry"} {:description "Your base walking speed is 30 feet, and you have a swim speed of 30 feet.", :name "Sea Monkey"} {:description "When you make a Dexterity (Acrobatics) check or any ability check involving operating or maintaining a water or air vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Windwright's Intuition"} {:description "You have resistance to lightning damage.", :name "Storm's Blessing"} {:description "You know the gust cantrip. When you reach 3rd level, you can cast the gust of wind spell once with this trait and regain the ability to do so when you finish a long rest.", :name "Headwinds"}]}, :half-orc-mark-of-finding- {:key :half-orc-mark-of-finding-, :speed 30, :name "Half-Orc (Mark of Finding)", :darkvision 60, :spells [{:level 3, :value {:level 2, :key :locate-animals-or-plants}}], :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :languages #{"Common" "Goblin"}, :traits [{:description "Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Hunter's Intuition"} {:description "As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it.\n\nWhen tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can't be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest.", :name "Imprint Prey"} {:description "When you reach 3rd level you gain the ability to cast locate animals or plants, but only as a ritual.", :name "Nature's Voice"}]}, :human-mark-of-finding- {:key :human-mark-of-finding-, :speed 30, :name "Human (Mark of Finding)", :darkvision 60, :spells [{:level 3, :value {:level 2, :key :locate-animals-or-plants}}], :abilities {:orcpub.dnd.e5.character/wis 1, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :languages #{"Common" "Goblin"}, :traits [{:description "Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Hunter's Intuition"} {:description "As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it.\n\nWhen tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can't be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest.", :name "Imprint Prey"} {:description "When you reach 3rd level you gain the ability to cast locate animals or plants, but only as a ritual.", :name "Nature's Voice"}]}, :human-mark-of-passage- {:key :human-mark-of-passage-, :speed 40, :name "Human (Mark of Passage)", :abilities {:orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common"}, :traits [{:description "Your base walking speed increases to 40 ft.", :name "Courier's Speed"} {:description "When you make a Strength (Athletics) check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Intuitive Motion"} {:description "When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.", :name "Determined Stride"} {:description "As a bonus action you can teleport a distance up to your walking speed, ending in an unoccupied space that you can see. You can bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this trait. Once you use this trait, you can't use it again until you finish a long rest.", :name "Shared Passage"}]}, :human-mark-of-handling- {:key :human-mark-of-handling-, :speed 30, :name "Human (Mark of Handling)", :spells [{:value {:level 1, :key :animal-friendship, :ability :orcpub.dnd.e5.character/wis}}], :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common"}, :traits [{:description "When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Wild Intuition"} {:description "You can use the Help action to aid an ally animal companion or mount within 30 feet of you, rather than 5 feet of you.", :name "Expert Handling"} {:description "You can cast animal friendship once with this trait and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for this spell.", :name "Primal Connection"} {:description "When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower.", :name "The Bigger They Are"}]}, :warforged-envoy- {:key :warforged-envoy-, :speed 30, :name "Warforged (Envoy)", :abilities {:orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common"}, :props {:damage-resistance {:poison true}}, :traits [{:description "You were created to have remarkable fortitude, represented by the following benefits:\n• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.\n• You are immune to disease.\n• You don't need to eat, drink, or breathe.\n• You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.", :name "Warforged Resilience"} {:description "When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.", :name "Sentry's Rest"} {:description "Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite. ---- \n\nDarkwood core (unarmored) - Prerequisite: None - AC = 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) ---- \nComposite plating (armor) - Prerequisite: Medium armor proficiency - AC = 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus ---- \nHeavy plating (armor) - Prerequisite: Heavy armor proficiency - AC = 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks", :name "Integrated Protection"}]}, :changeling {:key :changeling, :speed 30, :name "Changeling", :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:choose 2, :options {:deception true, :insight true, :intimidation true, :persuasion true}}, :language-options {:choose 2, :options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}}}, :languages #{"Common"}, :traits [{:description "As an action, you can transform your appearance or revert to your natural form. You can't duplicate the appearance of a creature you've never seen, and you revert to your natural form if you die.\n\nYou decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length,sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this trait to become quadrupedal, for instance. Your clothing and other equipment don't change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.\n\nEven to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma(Deception) check you make to avoid detection.", :name "Change Appearance"} {:description "When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Unsettling Visage"} {:description "You gain proficiency with one tool of your choice (enter this manually). Define a persona associated with that proficiency: establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.", :name "Divergent Persona"}]}, :warforged {:key :warforged, :speed 30, :name "Warforged", :abilities {:orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :languages #{"Common"}, :props {:damage-resistance {:poison true}}, :traits [{:description "You were created to have remarkable fortitude, represented by the following benefits:\n• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.\n• You are immune to disease.\n• You don't need to eat, drink, or breathe.\n• You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.", :name "Warforged Resilience"} {:description "When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.", :name "Sentry's Rest"} {:description "Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite. ---- \n\nDarkwood core (unarmored) - Prerequisite: None - AC = 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) ---- \nComposite plating (armor) - Prerequisite: Medium armor proficiency - AC = 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus ---- \nHeavy plating (armor) - Prerequisite: Heavy armor proficiency - AC = 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks", :name "Integrated Protection"}]}, :shifter {:key :shifter, :speed 30, :name "Shifter", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :languages #{"Common"}, :props {:skill-prof {:perception true}}, :traits [{:description "You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", :name "Darkvision"} {:description "You have proficiency with the Perception skill.", :name "Keen Senses"} {:description "As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can't do so again until you finish a short or long rest.", :name "Shifting"}]}, :kalashtar {:key :kalashtar, :speed 30, :name "Kalashtar", :abilities {:orcpub.dnd.e5.character/wis 1, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common" "Quori"}, :props {:damage-resistance {:psychic true}}, :traits [{:description "When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.", :name "Dual Mind"} {:description "You have resistance to psychic damage.", :name "Mental Discipline"} {:description "You can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.\n\nAs a bonus action when you're speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and able to see you.", :name "Mind Link"} {:description "Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.", :name "Psychic Glamour"} {:description "Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell.", :name "Severed from Dreams"}]}}, :orcpub.dnd.e5/languages {:quori {:option-pack "Wayfinder's Guide to Eberron", :name "Quori", :description "You can speak, read, and write Quori.", :key :quori}}, :orcpub.dnd.e5/subraces {:charisma-detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Detection Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-detection-variant-}, :mark-of-healing {:race :halfling, :traits [{:description "When you make a Wisdom (Medicine) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Medical Intuition"} {:description "As an action, you can draw power from your dragonmark to spend one of your Hit Dice and revitalize yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the creature regains a number of hit points equal to the total. Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Healing Touch"}], :option-pack "Wayfinder's Guide to Eberron", :name "Mark of Healing", :abilities {:orcpub.dnd.e5.character/wis 1}, :spells [], :key :mark-of-healing}, :mark-of-warding {:race :dwarf, :traits [{:description "When you make an Intelligence (History), Intelligence (Investigation), or Thieves' Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Master of Locks"} {:description "You can use your mark to cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.", :name "Wards and Seals"}], :option-pack "Wayfinder's Guide to Eberron", :name "Mark of Warding", :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 1}, :spells [{:value {:level 1, :key :alarm, :ability :orcpub.dnd.e5.character/int}} {:level 3, :value {:level 2, :key :arcane-lock, :ability :orcpub.dnd.e5.character/int}}], :key :mark-of-warding}, :charisma-handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Handling Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-handling-variant-}, :mark-of-scribing {:key :mark-of-scribing, :race :gnome, :name "Mark of Scribing", :spells [{:value {:level 1, :key :comprehend-languages, :ability :orcpub.dnd.e5.character/int}} {:value {:key :message, :ability :orcpub.dnd.e5.character/int}}], :abilities {:orcpub.dnd.e5.character/cha 1}, :option-pack "Wayfinder's Guide to Eberron", :profs {:tool {:calligraphers-supplies true, :forgery-kit true}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}}, :traits [{:description "You are proficient with calligrapher's supplies and forgery kits. When you make an ability check using either one of these tools, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Gifted Scribe"} {:description "You can cast comprehend languages once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for it.", :name "Scribe's Insight"} {:description "You know the message cantrip. Intelligence is your spellcasting ability for it.", :name "Whispering Wind"} {:description "You can speak, read, and write one extra language of your choice. Enter this manually.", :name "Extra Language"}]}, :strength-kalashtar-variant- {:race :kalashtar, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :strength-kalashtar-variant-}, :juggernaut {:race :warforged, :traits [{:description "When you hit with an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike.", :name "Iron Fists"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"}], :name "Juggernaut", :option-pack "Wayfinder's Guide to Eberron", :abilities {:orcpub.dnd.e5.character/str 2}, :key :juggernaut, :props {:saving-throw-advantage {:poisoned true}}}, :envoy-str-wis- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (STR-WIS)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-str-wis-, :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 1}}, :dexterity-handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Handling Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-handling-variant-}, :envoy-cha-int- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CHA-INT)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-int-, :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/int 1}}, :envoy-con-str- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CON-STR)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-con-str-, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1}}, :wisdom-passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Passage Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-passage-variant-}, :strength-half-orc-finding-variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Half-Orc Finding Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-half-orc-finding-variant-}, :mark-of-hospitality {:race :halfling, :traits [{:description "You know the cantrips friends and prestidigitation. Charisma is your spellcasting ability for them.", :name "Innkeeper's Charms"} {:description "When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll one Intuition die (a d4) and add the number rolled to the ability check.", :name "Ever Hospitable"}], :option-pack "Wayfinder's Guide to Eberron", :name "Mark of Hospitality", :abilities {:orcpub.dnd.e5.character/cha 1}, :spells [{:value {:key :friends, :ability :orcpub.dnd.e5.character/cha}} {:value {:key :prestidigitation, :ability :orcpub.dnd.e5.character/cha}}], :key :mark-of-hospitality}, :longtooth {:race :shifter, :traits [{:description "You have proficiency with the Intimidation skill.", :name "Fierce"} {:description "While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", :name "Shifting Feature"}], :name "Longtooth", :option-pack "Wayfinder's Guide to Eberron", :abilities {:orcpub.dnd.e5.character/str 2}, :props {:skill-prof {:intimidation true}}, :key :longtooth}, :dexterity-making-variant- {:race :human-mark-of-making-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Making Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-making-variant-}, :high-elf-variant-aereni {:race :elf, :traits [{:description "You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.", :name "Cantrip"} {:description "You can speak, read, and write one extra language of your choice. Enter this manually.", :name "Extra Language"} {:description "You forgo Elf Weapon Training and instead choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.", :name "Skill Expertise"}], :option-pack "Wayfinder's Guide to Eberron", :name "High Elf Variant: Aereni", :abilities {:orcpub.dnd.e5.character/int 1}, :spells [{:value {:ability :orcpub.dnd.e5.character/int}}], :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}}, :key :high-elf-variant-aereni}, :wildhunt {:race :shifter, :traits [{:description "You have proficiency with the Survival skill.", :name "Natural Tracker"} {:description "As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.", :name "Mark the Scent"} {:description "While shifted, you have advantage on Wisdom checks.", :name "Shifting Feature"}], :name "Wildhunt", :option-pack "Wayfinder's Guide to Eberron", :abilities {:orcpub.dnd.e5.character/wis 2}, :props {:skill-prof {:survival true}}, :key :wildhunt}, :intelligence-passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Passage Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-passage-variant-}, :envoy-con-dex- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CON-DEX)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-con-dex-, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 1}}, :constitution-detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Detection Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-detection-variant-}, :constitution-handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Handling Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-handling-variant-}, :high-elf-variant-valenar {:race :elf, :traits [{:description "You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.", :name "Cantrip"} {:description "You can speak, read, and write one extra language of your choice. Enter this manually.", :name "Extra Language"} {:description "You forgo Elf Weapon Training and instead gain proficiency with the scimitar, double scimitar, longbow, and shortbow.", :name "Valenar Weapon Training"}], :option-pack "Wayfinder's Guide to Eberron", :name "High Elf Variant: Valenar", :abilities {:orcpub.dnd.e5.character/int 1}, :spells [{:value {:ability :orcpub.dnd.e5.character/int}}], :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :weapon-prof {:longbow true, :scimitar true, :shortbow true}}, :key :high-elf-variant-valenar}, :envoy-dex-int- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (DEX-INT)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-dex-int-, :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 1}}, :envoy-dex-wis- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (DEX-WIS)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-dex-wis-, :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/wis 1}}, :charisma-human-finding-variant- {:race :human-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Human Finding Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-human-finding-variant-}, :swiftstride {:race :shifter, :traits [{:description "You have proficiency with the Acrobatics skill.", :name "Graceful"} {:description "Your walking speed increases by 5 feet.", :name "Swift Stride"} {:description "While shifted, your walking speed increases by 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.", :name "Shifting Feature"}], :name "Swiftstride", :option-pack "Wayfinder's Guide to Eberron", :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 1}, :props {:skill-prof {:acrobatics true}}, :speed 35, :key :swiftstride}, :dexterity-detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Detection Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-detection-variant-}, :wisdom-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-sentinel-variant-}, :wisdom-handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Handling Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-handling-variant-}, :wisdom-kalashtar-variant- {:race :kalashtar, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-kalashtar-variant-}, :envoy-int-str- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (INT-STR)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-int-str-, :abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/str 1}}, :envoy-dex-str- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (DEX-STR)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-dex-str-, :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/str 1}}, :strength-storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Storm Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-storm-variant-}, :envoy-cha-con- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CHA-CON)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-con-, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/cha 1}}, :strength-detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Detection Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-detection-variant-}, :constitution-human-finding-variant- {:race :human-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Human Finding Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-human-finding-variant-}, :dexterity-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-sentinel-variant-}, :wood-elf-variant-aereni {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :wood-elf-variant-aereni, :name "Wood Elf Variant: Aereni", :option-pack "Wayfinder's Guide to Eberron", :props {:weapon-prof {:longbow false, :longsword false, :shortbow false, :shortsword false}}, :race :elf, :speed 35, :traits [{:description "You forgo Elf Weapon Training and instead choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.", :name "Skill Expertise"} {:name "Mask of the Wild", :description "You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena."}]}, :beasthide {:race :shifter, :traits [{:description "Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.", :name "Shifting Feature"} {:description "You have proficiency with the Athletics skill.", :name "Tough"}], :option-pack "Wayfinder's Guide to Eberron", :name "Beasthide", :abilities {:orcpub.dnd.e5.character/con 2}, :props {:skill-prof {:athletics true}}, :key :beasthide}, :wisdom-detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Detection Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-detection-variant-}, :dexterity-half-orc-finding-variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Half-Orc Finding Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-half-orc-finding-variant-}, :intelligence-making-variant- {:race :human-mark-of-making-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Making Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-making-variant-}, :constitution-kalashtar-variant- {:race :kalashtar, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-kalashtar-variant-}, :wisdom-storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Storm Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-storm-variant-}, :charisma-kalashtar-variant- {:race :kalashtar, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-kalashtar-variant-}, :intelligence-detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Detection Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-detection-variant-}, :skirmisher {:race :warforged, :traits [{:description "Your walking speed increases by 5 feet.", :name "Swift"} {:description "When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player's Handbook for information about travel pace.)", :name "Light Step"}], :name "Skirmisher", :option-pack "Wayfinder's Guide to Eberron", :abilities {:orcpub.dnd.e5.character/dex 2}, :speed 35, :key :skirmisher, :props {:saving-throw-advantage {:poisoned true}}}, :envoy-cha-dex- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CHA-DEX)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-dex-, :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/cha 1}}, :envoy-cha-str- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CHA-STR)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-str-, :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/cha 1}}, :dexterity-changeling-variant- {:race :changeling, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Changeling Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-changeling-variant-}, :strength-passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Passage Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :strength-passage-variant-}, :charisma-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-sentinel-variant-}, :charisma-half-orc-finding-variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Half-Orc Finding Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-half-orc-finding-variant-}, :dexterity-storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Storm Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-storm-variant-}, :wisdom-half-orc-finding-variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Half-Orc Finding Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-half-orc-finding-variant-}, :envoy-con-int- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CON-INT)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-con-int-, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/int 1}}, :charisma-storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Storm Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-storm-variant-}, :envoy-con-wis- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CON-WIS)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-con-wis-, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/wis 1}}, :intelligence-human-finding-variant- {:race :human-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Human Finding Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-human-finding-variant-}, :intelligence-handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Handling Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-handling-variant-}, :intelligence-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-sentinel-variant-}, :constitution-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-sentinel-variant-}, :envoy-cha-wis- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CHA-WIS)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-wis-, :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/wis 1}}, :envoy-int-wis- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (INT-WIS)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-int-wis-, :abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/wis 1}}, :intelligence-storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Storm Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-storm-variant-}, :wisdom-human-finding-variant- {:race :human-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Human Finding Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-human-finding-variant-}, :constitution-half-orc-finding-variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Half-Orc Finding Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-half-orc-finding-variant-}, :dexterity-kalashtar-variant- {:race :kalashtar, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-kalashtar-variant-}, :wood-elf-variant-valenar {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :wood-elf-variant-valenar, :name "Wood Elf Variant: Valenar", :option-pack "Wayfinder's Guide to Eberron", :props {:weapon-prof {:longbow true, :longsword false, :shortbow true, :shortsword false, :scimitar true}}, :race :elf, :speed 35, :traits [{:description "You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", :name "Mask of the Wild"} {:name "Valenar Weapon Training", :description "You forgo Elf Weapon Training and instead gain proficiency with the scimitar, double scimitar, longbow, and shortbow."}]}, :mark-of-shadow {:race :elf, :traits [{:description "You gain proficiency with one musical instrument or the Performance skill. Enter this manually.", :name "Natural Talent"} {:description "When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Gift of the Shadows"} {:description "You know the minor illusion cantrip. Charisma is your spellcasting ability for this trait.", :name "Shape Shadows"} {:description "You can use the Hide action as a bonus action, even if you have no cover or if you're under observation. Regardless of whether you succeed or fail, once you use this ability, you can't use it again until you finish a short or long rest.", :name "Slip Into Shadow"}], :option-pack "Wayfinder's Guide to Eberron", :name "Mark of Shadow", :abilities {:orcpub.dnd.e5.character/cha 1}, :spells [{:value {:key :minor-illusion, :ability :orcpub.dnd.e5.character/cha}}], :key :mark-of-shadow}, :intelligence-half-orc-finding-variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Half-Orc Finding Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-half-orc-finding-variant-}, :strength-handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Handling Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :strength-handling-variant-}, :charisma-passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Passage Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-passage-variant-}, :intelligence-kalashtar-variant- {:race :kalashtar, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-kalashtar-variant-}, :constitution-passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Passage Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-passage-variant-}, :intelligence-changeling-variant- {:race :changeling, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Changeling Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-changeling-variant-}, :dexterity-human-finding-variant- {:race :human-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Human Finding Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-human-finding-variant-}, :strength-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :strength-sentinel-variant-}, :constitution-storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Storm Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-storm-variant-}, :strength-human-finding-variant- {:race :human-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Human Finding Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-human-finding-variant-}}, :orcpub.dnd.e5/feats {:greater-dragonmark-passage {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Passage", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making- false, :human-mark-of-passage- true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or Constitution ability score by 1, to a maximum of 20.\n• You learn the blink and teleportation circle spells, each of which you can cast once without expending a spell slot or using a material component. Constitution is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-passage}, :greater-dragonmark-shadow {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Shadow", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making- false, :human-mark-of-passage- false, :gnome false, :human-mark-of-sentinel- false, :elf true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Charisma or Dexterity ability score by 1, to a maximum of 20.\n• You learn the nondetection and mislead spells, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-shadow}, :greater-dragonmark-detection {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Detection", :path-prereqs {:race {:half-elf-mark-of-detection- true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Charisma or Intelligence ability score by 1, to a maximum of 20.\n• You learn the see invisibility and true seeing spells, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-detection}, :greater-dragonmark-healing {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Healing", :path-prereqs {:race {:half-elf-mark-of-detection- false, :halfling true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or Wisdom ability score by 1, to a maximum of 20.\n• You learn the mass healing word and greater restoration spells, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-healing}, :greater-dragonmark-storm {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Storm", :path-prereqs {:race {:half-elf-mark-of-detection- false, :elf false, :human-mark-of-making- false, :human-mark-of-sentinel- false, :half-elf-mark-of-storm- true, :gnome false, :human-mark-of-passage- false, :human-mark-of-handling- false, :halfling false}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Charisma or Dexterity ability score by 1, to a maximum of 20.\n• You learn the control water and control wind spells, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-storm}, :greater-dragonmark-warding {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Warding", :path-prereqs {:race {:half-elf-mark-of-detection- false, :elf false, :human-mark-of-making- false, :human-mark-of-sentinel- false, :half-elf-mark-of-storm- false, :gnome false, :dwarf true, :human-mark-of-passage- false, :human-mark-of-handling- false, :halfling false}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or Intelligence ability score by 1, to a maximum of 20.\n• You learn the knock, glyph of warding, and leomund's secret chest spells, each of which you can cast once without expending a spell slot or using a material component. To cast Leomund's secret chest using this feat and the Mark of Warding, you must have a Siberys dragonshard with a value of at least 100 gp. While you have this dragonshard in hand, it serves as the spell's focus, and you can use it to summon and dismiss the chest. Intelligence is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-warding}, :greater-dragonmark-handling {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Handling", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or Wisdom ability score by 1, to a maximum of 20.\n• You learn the beast sense and dominate beast spells, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-handling}, :greater-dragonmark-finding {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Finding", :path-prereqs {:race {:half-elf-mark-of-detection- false, :half-orc-mark-of-finding- true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Dexterity, Strength or Wisdom ability score by 1, to a maximum of 20.\n• You learn the locate creature and find the path spells, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-finding}, :greater-dragonmark-sentinel {:ability-increases #{:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/str}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Sentinel", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making- false, :human-mark-of-passage- false, :gnome false, :human-mark-of-sentinel- true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Strength or Wisdom ability score by 1, to a maximum of 20.\n• You learn the compelled duel and warding bond spells, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a short or long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-sentinel}, :aberrant-dragonmark {:ability-increases #{:orcpub.dnd.e5.character/con}, :prereqs #{}, :name "Aberrant Dragonmark", :option-pack "Wayfinder's Guide to Eberron", :description "Prerequisite: No existing Dragonmark.\nYou have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:\n\nYou learn a cantrip from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it at its lowest level. Once you cast it you must finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells.\n\nYou can increase the power of your aberrant spells at the risk of your own vitality. When you cast a spell with your aberrant mark, you can use one of your Hit Dice to increase the spell's level by 1. Immediately after you cast the spell, roll the Hit Die. You take damage equal to the number rolled.", :key :aberrant-dragonmark}, :revenant-blade {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Revenant Blade", :description "You are descended from a master of the double blade and their skills have passed on to you. You gain the following benefits:\n\nWhile wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC.\n\nOn your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon's damage die for this attack increases to 2d4, instead of 1d4.", :key :revenant-blade, :path-prereqs {:race {:elf true}}}, :greater-dragonmark-hospitality {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Hospitality", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false, :halfling true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Charisma or Dexterity ability score by 1, to a maximum of 20.\n• You learn the sanctuary and mordenkainen's magnificent mansion spells, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-hospitality}, :greater-dragonmark-making {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Making", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making- true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or Intelligence ability score by 1, to a maximum of 20.\n• You learn the fabricate and creation spells, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-making}, :greater-dragonmark-scribing {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Scribing", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making- false, :human-mark-of-passage- false, :gnome true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Intelligence or Charisma ability score by 1, to a maximum of 20.\n• You learn the sending and tongues spells, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a short or long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-scribing}}, :orcpub.dnd.e5/backgrounds {:house-agent-deneith {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item.", :name "Equipment"}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Deneith", :profs {:skill {:investigation true, :persuasion true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-deneith}, :house-agent-orien {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Orien", :profs {:skill {:investigation true, :persuasion true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-orien}, :house-agent-thuranni {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item.", :name "Equipment"}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Thuranni", :profs {:skill {:investigation true, :persuasion true}, :tool {:poisoners-tools true}, :tool-options {:musical-instrument 1}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-thuranni}, :house-agent-jorasco {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Jorasco", :profs {:skill {:investigation true, :persuasion true}, :tool {:alchemists-supplies true, :herbalism-kit true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-jorasco}, :house-agent-cannith {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Cannith", :profs {:skill {:investigation true, :persuasion true}, :tool {:alchemists-supplies true, :tinkers-tools true}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-cannith}, :house-agent-vadalis {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item.", :name "Equipment"}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Vadalis", :profs {:skill {:investigation true, :persuasion true}, :tool {:land-vehicles true, :herbalism-kit true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-vadalis}, :house-agent-phiarlan {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Phiarlan", :profs {:skill {:investigation true, :persuasion true}, :tool {:disguise-kit true}, :tool-options {:musical-instrument 1}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-phiarlan}, :house-agent-ghallanda {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item.", :name "Equipment"}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Ghallanda", :profs {:skill {:investigation true, :persuasion true}, :tool {:brewers-supplies true, :cooks-utensils true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-ghallanda}, :house-agent-tharashk {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item.", :name "Equipment"}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Tharashk", :profs {:skill {:investigation true, :persuasion true}, :tool {:thieves-tools true}, :tool-options {:gaming-set 1}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-tharashk}, :house-agent-lyrandar {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Lyrandar", :profs {:skill {:investigation true, :persuasion true}, :tool {:water-vehicles true, :navigators-tools true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-lyrandar}, :house-agent-medani {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Medani", :profs {:skill {:investigation true, :persuasion true}, :tool {:thieves-tools true, :disguise-kit true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-medani}, :house-agent-sivis {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Sivis", :profs {:skill {:investigation true, :persuasion true}, :tool {:calligraphers-supplies true, :forgery-kit true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-sivis}, :house-agent-kundarak {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Kundarak", :profs {:skill {:investigation true, :persuasion true}, :tool {:tinkers-tools true, :thieves-tools true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-kundarak}}, :disabled? false}, "Elemental Evil (arandomstringofnum#2919)" {:orcpub.dnd.e5/backgrounds {}, :orcpub.dnd.e5/feats {:svirfneblin-magic {:ability-increases #{}, :description "Requires Deep gnome subrace.\nYou have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetectionon yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest", :key :svirfneblin-magic, :name "Svirfneblin Magic", :option-pack "Elemental Evil", :prereqs #{}}}, :orcpub.dnd.e5/languages {:aarakocra {:key :aarakocra, :name "Aarakocra", :option-pack "Elemental Evil"}, :auran {:key :auran, :name "Auran", :option-pack "Elemental Evil"}}, :orcpub.dnd.e5/races {:aarakocra {:key :aarakocra, :speed 25, :name "Aarakocra", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Elemental Evil", :languages #{"Aarakocra" "Auran" "Common"}, :props {:flying-speed 50}, :traits [{:description "You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.", :name "Flight"} {:description "You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.", :name "Talons"}]}, :genasi {:abilities {:orcpub.dnd.e5.character/con 2}, :key :genasi, :languages #{"Common" "Primordial"}, :name "Genasi", :option-pack "Elemental Evil", :size :medium, :speed 30, :traits []}, :goliath {:key :goliath, :speed 30, :name "Goliath", :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Elemental Evil", :languages #{"Common" "Giant"}, :props {:skill-prof {:athletics true}}, :traits [{:description "You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.", :name "Stone’s Endurance"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"} {:description "You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.", :name "Mountain Born"}]}, :tiefling-scag- {:key :tiefling-scag-, :speed 30, :name "Tiefling (SCAG)", :darkvision 60, :size :medium, :option-pack "Sword Coast Adventurer's Guide", :languages #{"Common" "Infernal"}, :props {:damage-resistance {:fire true}}, :traits []}, :tiefling-winged- {:key :tiefling-winged-, :languages #{"Common" "Infernal"}, :name "Tiefling (Winged)", :option-pack "Sword Coast Adventurer's Guide", :props {:damage-resistance {:fire true}, :flying-speed 30}, :size :medium, :speed 30, :traits [{:description "You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.", :name "Winged"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"}]}}, :orcpub.dnd.e5/spells {:whirlwind {:description "A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-footradius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.\nA restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.", :key :whirlwind, :school "evocation", :name "Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Elemental Evil", :components {:material true, :material-component "a piece of straw", :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.\nA creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.\nA restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.", :key :whirlwind, :school "evocation", :name "Whirlwind", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Elemental Evil", :components {:material true, :material-component "a piece of straw", :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "300 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "300 feet"}, :shape-water {:description "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\n• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.\n• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\n• You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\n• You freeze the water, provided that there are no crea-tures in it. The water unfreezes in 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :shape-water, :school "transmutation", :name "Shape Water", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :elemental-bane {:description "Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", :key :elemental-bane, :school "transmutation", :name "Elemental Bane", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :warlock true, :wizard true}, :range "90 feet"}, :skywrite {:description "You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.", :key :skywrite, :school "transmutation", :name "Skywrite", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :wizard true}, :range "Sight"}, :melf-s-minute-meteors {:description "You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.", :key :melf-s-minute-meteors, :school "evocation", :name "Melf’s Minute Meteors", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "niter, sulfur, and pine tar formed into a bead", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "Self"}, :frostbite {:description "You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :frostbite, :school "evocation", :name "Frostbite", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :dust-devil {:description "Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.\nAny creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.\nAs a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :dust-devil, :school "conjuration", :name "Dust Devil", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:material true, :material-component "a pinch of dust", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :earth-tremor {:description "You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :earth-tremor, :school "evocation", :name "Earth Tremor", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :earth-tremor, :school "evocation", :name "Earth Tremor", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "Self (10-foot radius)"}], :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :wizard true}, :range "10 feet"}, :beast-bond {:description "You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.", :key :beast-bond, :school "divination", :name "Beast Bond", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "Elemental Evil", :components {:material true, :material-component "a bit of fur wrapped in a cloth", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :transmute-rock {:description "You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.\nTransmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.\nThe ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTransmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by 23 Chapter 2 | Spells succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.", :key :transmute-rock, :school "transmutation", :name "Transmute Rock", :duration "Until dispelled", :level 5, :option-pack "Elemental Evil", :components {:material true, :material-component "clay and water", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.\n\nTransmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration.\nIf you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.\nIf you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nTransmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.", :key :transmute-rock, :school "transmutation", :name "Transmute Rock", :duration "Instantaneous", :level 5, :option-pack "Elemental Evil", :components {:material true, :material-component "clay and water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}], :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}, :thunderclap {:description "You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school "evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thunderclap, :school "evocation", :name "Thunderclap", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self (5-foot radius)"}], :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "5 feet"}, :storm-sphere {:description "A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.", :key :storm-sphere, :school "evocation", :name "Storm Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :investiture-of-ice {:description "Until the spell ends, ice rimes your body, and you gain the following benefits:\n• You are immune to cold damage and have resistance to fire damage.\n• You can move across difficult terrain created by ice or snow without spending extra movement.\n• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.", :key :investiture-of-ice, :school "transmutation", :name "Investiture of Ice", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :ice-knife {:description "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", :key :ice-knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of water or piece of ice", :somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.", :key :ice-knife, :school "conjuration", :name "Ice Knife", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of water or piece of ice", :somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :snilloc-s-snowball-swarm {:description "A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", :key :snilloc-s-snowball-swarm, :school "evocation", :name "Snilloc’s Snowball Swarm", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:material true, :material-component "a piece of ice or a small white rock chip", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}, :control-winds {:description "You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.\nGusts: A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.\nDowndraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.\nUpdraft: You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.", :key :control-winds, :school "transmutation", :name "Control Winds", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "300 feet"}, :watery-sphere {:description "You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.\nAny creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.\nThe sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.", :key :watery-sphere, :school "conjuration", :name "Watery Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:material true, :material-component "a droplet of water", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.\nAny creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.\nThe sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.\nAs an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.\nWhen the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.", :key :watery-sphere, :school "conjuration", :name "Watery Sphere", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Elemental Evil", :components {:material true, :material-component "a droplet of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "90 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "90 feet"}, :magic-stone {:description "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.\nIf you cast this spell again, the spell ends on any pebbles still affected by your previous casting.", :key :magic-stone, :school "transmutation", :name "Magic Stone", :duration "1 minute", :level 0, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.\nIf you cast this spell again, the spell ends early on any pebbles still affected by it", :key :magic-stone, :school "transmutation", :name "Magic Stone", :duration "1 minute", :level 0, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :warlock true}, :range "Touch"}], :casting-time "1 bonus action", :spell-lists {:druid true, :warlock true}, :range "Touch"}, :abi-dalzims-horrid-wilting {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.\nNonmagical plants in the area that are n't creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Elemental Evil", :components {:material true, :material-component "a bit of sponge", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.\nNonmagical plants in the area that are n't creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Xanathars Guide to Everything (arandomstringofnum#2919)", :components {:material true, :material-component "a bit of sponge", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :control-flames {:description "You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:\n• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.\n• You instantaneously extinguish the flames within the cube.\n• You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.\n• You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.\nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :control-flames, :school "transmutation", :name "Control Flames", :duration "Instantaneous or 1 hour ", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :pyrotechnics {:description "Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.\nFireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\nSmoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.", :key :pyrotechnics, :school "transmutation", :name "Pyrotechnics", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.\nFireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.\nSmoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.", :key :pyrotechnics, :school "transmutation", :name "Pyrotechnics", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "60 feet"}], :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "60 feet"}, :wall-of-sand {:description "You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.", :key :wall-of-sand, :school "evocation", :name "Wall of Sand", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "a handful of sand", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "90 feet"}, :maelstrom {:description "A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.", :key :maelstrom, :school "evocation", :name "Maelstrom", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Elemental Evil", :components {:material true, :material-component "paper or leaf in the shape of a funnel", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :wall-of-water {:description "You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.\nAny ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.", :key :wall-of-water, :school "evocation", :name "Wall of Water", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "60 feet"}, :maximilian-s-earthen-grasp {:description "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.\nAs an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.", :key :maximilian-s-earthen-grasp, :school "transmutation", :name "Maximilian’s Earthen Grasp", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:material true, :material-component "a miniature hand sculpted from clay", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.\nAs an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.\nTo break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.\nAs an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.", :key :maximilian-s-earthen-grasp, :school "transmutation", :name "Maximilian’s Earthen Grasp", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:material true, :material-component "a miniature hand sculpted from clay", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "30 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "30 feet"}, :earthbind {:description "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.", :key :earthbind, :school "transmutation", :name "Earthbind", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.", :key :earthbind, :school "transmutation", :name "Earthbind", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Elemental Evil", :components {:verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}, :tidal-wave {:description "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration "Instantaneous", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of water", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.", :key :tidal-wave, :school "conjuration", :name "Tidal Wave", :duration "Instantaneous", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of water", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :wizard true}, :range "120 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "120 feet"}, :bones-of-the-earth {:description "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot diameter portion of the area requires at least 1 minute to clear by hand.\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.\nIf a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.", :key :bones-of-the-earth, :school "transmutation", :name "Bones of the Earth", :duration "Instantaneous", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.\nIf a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.\nIf a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.\nAt Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.", :key :bones-of-the-earth, :school "transmutation", :name "Bones of the Earth", :duration "Instantaneous", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}], :casting-time "1 action", :spell-lists {:druid true}, :range "120 feet"}, :create-bonfire {:description "You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.\nThe bonfire ignites flammable objects in its area that aren’t being worn or carried.\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :create-bonfire, :school "conjuration", :name "Create Bonfire", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :create-bonfire, :school "conjuration", :name "Create Bonfire", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :warding-wind {:description "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:\n• It deafens you and other creatures in its area.\n• It extinguishes unprotected flames in its area that are torch-sized or smaller.\n• It hedges out vapor, gas, and fog that can be dispersed by strong wind.\n• The area is difficult terrain for creatures other than you.\n• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.", :key :warding-wind, :school "evocation", :name "Warding Wind", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "Elemental Evil", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.\nThe wind has the following effects:\n• It deafens you and other creatures in its area.\n• It extinguishes unprotected flames in its area that are torch-sized or smaller.\n• The area is difficult terrain for creatures other than you.\n• The attack rolls of ranged weapon attacks have disad-vantage if they pass in or out of the wind.\n• It hedges out vapor, gas, and fog that can be dispersed by strong wind.", :key :warding-wind, :school "evocation", :name "Warding Wind", :duration "1 action", :level 2, :option-pack "Elemental Evil", :components {:verbal true}, :casting-time "Concentration, up to 10 minutes", :spell-lists {:bard true, :druid true, :sorcerer true}, :range "Self"}], :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :wizard true}, :range "Self"}, :flame-arrows {:description "You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.", :key :flame-arrows, :school "transmutation", :name "Flame Arrows", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Elemental Evil", :components {:material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true, :sorcerer true, :wizard true}, :range "Touch"}, :absorb-elements {:description "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", :key :absorb-elements, :school "abjuration", :name "Absorb Elements", :duration "1 round", :level 1, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :vitriolic-sphere {:description "You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.", :key :vitriolic-sphere, :school "evocation", :name "Vitriolic Sphere", :duration "Instantaneous", :level 4, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of giant slug bile", :somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.", :key :vitriolic-sphere, :school "evocation", :name "Vitriolic Sphere", :duration "Instantaneous", :level 4, :option-pack "Elemental Evil", :components {:material true, :material-component "a drop of giant slug bile", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :aganazzar-s-scorcher {:description "A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", :key :aganazzar-s-scorcher, :school "evocation", :name "Aganazzar’s Scorcher", :duration "Instantaneous", :level 2, :option-pack "Elemental Evil", :components {:material true, :material-component "a red dragon’s scale", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "30 feet"}, :mold-earth {:description "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\n• If you target an area of loose earth, you can instan-taneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.\n• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shap-ing patterns. The changes last for 1 hour.\n• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", :key :mold-earth, :school "transmutation", :name "Mold Earth", :duration "Instantaneous or 1 hour", :level 0, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}, :catapult {:description "Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", :key :catapult, :school "transmutation", :name "Catapult", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:somatic true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.", :key :catapult, :school "transmutation", :name "Catapult", :duration "Instantaneous", :level 1, :option-pack "Elemental Evil", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "60 feet"}, :investiture-of-wind {:description "Until the spell ends, wind whirls around you, and you gain the following benefits:\n• Ranged weapon attacks made against you have disad-vantage on the attack roll.\n• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can some-how prevent it.\n• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.", :key :investiture-of-wind, :school "transmutation", :name "Investiture of Wind", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :erupting-earth {:description "Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.", :key :erupting-earth, :school "transmutation", :name "Erupting Earth", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Elemental Evil", :components {:material true, :material-component "a piece of obsidian", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock false, :wizard true}, :range "120 feet"}, :investiture-of-stone {:description "Until the spell ends, bits of rock spread across your body, and you gain the following benefits:\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\n• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", :key :investiture-of-stone, :school "transmutation", :name "Investiture of Stone", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Until the spell ends, bits of rock spread across your body, and you gain the following benefits:\n• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.\n• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.", :key :investiture-of-stone, :school "transmutation", :name "Investiture of Stone", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}], :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :primordial-ward {:description "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.\nWhen you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.", :key :primordial-ward, :school "abjuration", :name "Primordial Ward", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :investiture-of-flame {:description "Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:\n• You are immune to fire damage and have resistance to cold damage.\n• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.\n• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.", :key :investiture-of-flame, :school "transmutation", :name "Investiture of Flame", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Elemental Evil", :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :immolation {:description "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.\nIf damage from this spell kills a target, the target is turned to ash.", :key :immolation, :school "evocation", :name "Immolation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Elemental Evil", :components {:verbal true}, :edit-event [:orcpub.dnd.e5.spells/edit-spell {:description "Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.\nIf damage from this spell reduces a target to 0 hit points, the target is turned to ash.", :key :immolation, :school "evocation", :name "Immolation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Elemental Evil", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}], :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}, :gust {:description "You seize the air and compel it to create one of the following effects at a point you can see within range:\n• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.\n• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.\n• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.", :key :gust, :school "transmutation", :name "Gust", :duration "Instantaneous", :level 0, :option-pack "Elemental Evil", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :wizard true}, :range "30 feet"}}, :orcpub.dnd.e5/subraces {:air-genasi {:abilities {:orcpub.dnd.e5.character/dex 1}, :key :air-genasi, :name "Air Genasi", :option-pack "Elemental Evil", :race :genasi, :spells [{:value {:ability :con, :key :levitate, :level 2}}], :traits [{:description "You can hold your breath indefinitely while you’re not incapacitated.", :name "Unending Breath"} {:description "You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.", :name "Mingle with the Wind"}]}, :deep-gnome-svirfneblin- {:abilities {:orcpub.dnd.e5.character/dex 1}, :darkvision 120, :key :deep-gnome-svirfneblin-, :name "Deep Gnome (Svirfneblin)", :option-pack "Elemental Evil Player's Companion", :props {:language {:common true, :gnomish true, :undercommon true}}, :race :gnome, :traits [{:description "You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", :name "Gnome Cunning"} {:description "You have advantage on Dexterity (stealth) checks to hide in rocky terrain.", :name "Stone Camouflage"}]}, :devils-tongue-feral- {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :devils-tongue-feral-, :name "Devil's Tongue (Feral)", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-scag-, :spells [{:value {:ability :cha, :key :vicious-mockery}} {:level 3, :value {:ability :cha, :key :charm-person, :level 1}} {:level 5, :value {:key :enthrall, :level 2}}], :traits [{:description "You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level , you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.", :name "Devil's Tongue"} {:description "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose ld4+l of the following features:\nsmall horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.", :name "Appearance"}]}, :earth-genasi {:abilities {:orcpub.dnd.e5.character/str 1}, :key :earth-genasi, :name "Earth Genasi", :option-pack "Elemental Evil", :race :genasi, :traits [{:description "You can move across difficult terrain made of earth or stone without expending extra movement.", :name "Earth Walk"} {:description "You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.", :name "Merge with Stone"}]}, :feral {:abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :key :feral, :name "Feral", :option-pack "Sword Coast Adventurer's Guide", :race :tiefling-winged-, :traits []}, :fire-genasi {:key :fire-genasi, :race :genasi, :name "Fire Genasi", :darkvision 60, :spells [{:value {:ability :con, :key :produce-flame}} {:level 3, :value {:ability :con, :key :burning-hands, :level 1}}], :abilities {:orcpub.dnd.e5.character/int 1}, :option-pack "Elemental Evil", :props {:damage-resistance {:fire true}}, :traits [{:description "You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.", :name "Reach to the Blaze"}]}, :water-genasi {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :water-genasi, :name "Water Genasi", :option-pack "Elemental Evil", :props {:damage-resistance {:acid true}}, :race :genasi, :spells [{:value {:ability :con, :key :shape-water}} {:level 3, :value {:ability :con, :key :create-or-destroy-water, :level 1}}], :traits [{:description "You can breathe air and water.", :name "Amphibious"} {:description "You have a swimming speed of 30 feet.", :name "Swim"} {:description "You know the shape water cantrip (see chapter 2). When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.", :name "Call to the Wave"}]}}}, "Xanathars Guide to Everything (arandomstringofnum#2919)" {:orcpub.dnd.e5/feats {:orcish-fury {:ability-increases #{:orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Prerequisite: Half-Orc\n- When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.\n- Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.", :key :orcish-fury, :name "Orcish Fury", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:half-orc true}}, :prereqs #{}}, :bountiful-luck {:ability-increases #{}, :description "Prerequisite: Halfling\nYour people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!\nWhen an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.\nWhen you use this ability, you can’t use your Lucky racial trait before the end of your next turn.", :key :bountiful-luck, :name "Bountiful Luck", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:halfling true}}, :prereqs #{}}, :drow-high-magic {:ability-increases #{}, :description "Prerequisite: Elf (drow)\nYou learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.", :key :drow-high-magic, :name "Drow High Magic", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:elf true}}, :prereqs #{}}, :wood-elf-magic {:ability-increases #{}, :description "Prerequisite: Elf (wood)\nYou learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the long strider and pass Without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.", :key :wood-elf-magic, :name "Wood Elf Magic", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:elf true}}, :prereqs #{}}, :prodigy {:ability-increases #{}, :description "You have a knack for learning new things. You gain the following benefits:\n• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.\n• Choose one skill in which you have proficiency. You gain expertise with that skill , which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.", :key :prodigy, :name "Prodigy", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:half-elf true, :half-orc true, :human true}}, :prereqs #{}, :props {:language-choice 1, :skill-tool-choice 2}}, :dragon-fear {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Prerequisite: Dragonborn\nInstead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.", :key :dragon-fear, :name "Dragon Fear", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:dragonborn true}}, :prereqs #{}}, :second-chance {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/dex}, :description "Prerequisite: Halfling\n- When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.", :key :second-chance, :name "Second Chance", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:halfling true}}, :prereqs #{}}, :squat-nimbleness {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/str}, :description "Prerequisite: Dwarf or a Small race\nYou gain proficiency in the Acrobatics or Athletics skill (your choice). - You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.", :key :squat-nimbleness, :name "Squat Nimbleness", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:dwarf true, :gnome true, :goblin true, :halfling true, :kobold true}}, :prereqs #{}, :props {:skill-prof-or-expertise {:acrobatics false, :athletics false}, :speed 5}}, :fey-teleportation {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/int}, :description "Prerequisite: Elf (high)\n. You learn to speak, read, and write Sylvan.\n. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.", :key :fey-teleportation, :name "Fey Teleportation", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:elf true}}, :prereqs #{}}, :flames-of-phlegethos {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/int}, :description "Prerequisite: Tiefling\n- When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\n- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.", :key :flames-of-phlegethos, :name "Flames of Phlegethos", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:tiefling true, :tiefling-scag- true, :tiefling-tobm-variant- true, :tiefling-ua- true, :tiefling-winged- true}}, :prereqs #{}}, :infernal-constitution {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "Prerequisite: Tiefling\nYou have advantage on saving throws against being poisoned.", :key :infernal-constitution, :name "Infernal Constitution", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:tiefling true, :tiefling-scag- true, :tiefling-tobm-variant- true, :tiefling-ua- true, :tiefling-winged- true}}, :prereqs #{}, :props {:damage-resistance {:cold true, :poison true}}}, :dwarven-fortitude {:ability-increases #{:orcpub.dnd.e5.character/con}, :description "Prerequisite: Dwarf\nWhenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).", :key :dwarven-fortitude, :name "Dwarven Fortitude", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:dwarf true}}, :prereqs #{}}, :elven-accuracy {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/wis}, :description "Prerequisite: Elf or Half-Elf\nWhenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once", :key :elven-accuracy, :name "Elven Accuracy", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:elf true, :half-elf true}}, :prereqs #{}}, :dragon-hide {:ability-increases #{:orcpub.dnd.e5.character/cha :orcpub.dnd.e5.character/con :orcpub.dnd.e5.character/str}, :description "Prerequisite: Dragonborn\nYou manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:\n- Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.\n- You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.", :key :dragon-hide, :name "Dragon Hide", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:dragonborn true}}, :prereqs #{}}, :fade-away {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :description "Prerequisite: Gnome\nImmediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.", :key :fade-away, :name "Fade Away", :option-pack "Xanathar's Guide to Everything", :path-prereqs {:race {:gnome true}}, :prereqs #{}}}, :orcpub.dnd.e5/invocations {:trickster-s-escape {:description "Prerequisite: 7th level\n\nYou can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.", :key :trickster-s-escape, :name "Trickster’s Escape", :option-pack "Xanathar's Guide to Everything"}, :shroud-of-shadow {:description "Prerequisite: 15th level\n\nYou can cast invisibility at will, without expending a spell slot.", :key :shroud-of-shadow, :name "Shroud of Shadow", :option-pack "Xanathar's Guide to Everything"}, :gift-of-the-depths {:description "Prerequisite: 5th level\n\nYou can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending a spell slot. \n\nYou regain the ability to do so when you finish a long rest.", :key :gift-of-the-depths, :name "Gift of the Depths", :option-pack "Xanathar's Guide to Everything"}, :eldritch-smite {:description "Prerequisite: 5th level, Pact of the Blade feature\n\nOnce per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.", :key :eldritch-smite, :name "Eldritch Smite", :option-pack "Xanathar's Guide to Everything"}, :relentless-hex {:description "Prerequisite: 7th level, hex spell or a warlock feature that curses\n\nYour curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.", :key :relentless-hex, :name "Relentless Hex", :option-pack "Xanathar's Guide to Everything"}, :grasp-of-hadar {:description "Prerequisite: eldritch blast cantrip\n\nOnce on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.", :key :grasp-of-hadar, :name "Grasp of Hadar", :option-pack "Xanathar's Guide to Everything"}, :cloak-of-flies {:description "Prerequisite: 5th level\n\nAs a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through\ntotal cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.\n\nThe aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of O damage).\n\nOnce you use this invocation, you can’t use it again until you finish a short or long rest.", :key :cloak-of-flies, :name "Cloak of Flies", :option-pack "Xanathar's Guide to Everything"}, :aspect-of-the-moon {:description "You no longer need to sleep and can’t be forced to sleepby any means. To gain the benefits of a long rest, youcan spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.", :key :aspect-of-the-moon, :name "Aspect of the Moon", :option-pack "Xanathar's Guide to Everything"}, :ghostly-gaze {:description "Prerequisite: 7th level\n\nAs an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. \n\nOnce you use this invocation, you can’t use it again until you finish a short or long rest.", :key :ghostly-gaze, :name "Ghostly Gaze", :option-pack "Xanathar's Guide to Everything"}, :lance-of-lethargy- {:description "Prerequisite: eldritch blast cantrip\n\nOnce on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.", :key :lance-of-lethargy-, :name "Lance of Lethargy ", :option-pack "Xanathar's Guide to Everything"}, :maddening-hex {:description "Prerequisite: 5th level, hex spell or a warlock feature that curses\n\nAs a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.", :key :maddening-hex, :name "Maddening Hex", :option-pack "Xanathar's Guide to Everything"}, :improved-pact-weapon {:description "Prerequisite: Pact of the Blade feature\n\nYou can use any weapon you summon with your Pact of\nthe Blade feature as a spellcasting focus for your warlock spells.\n\nIn addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.", :key :improved-pact-weapon, :name "Improved Pact Weapon", :option-pack "Xanathar's Guide to Everything"}, :gift-of-the-ever-living-ones {:description "Prerequisite: Pact of the Chain feature\n\nWhenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.", :key :gift-of-the-ever-living-ones, :name "Gift of the Ever-Living Ones", :option-pack "Xanathar's Guide to Everything"}, :tomb-of-levistus {:description "Prerequisite: 5th level\n\nAs a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.\n\nOnce you use this invocation, you can’t use it again until you finish a short or long rest.", :key :tomb-of-levistus, :name "Tomb of Levistus", :option-pack "Xanathar's Guide to Everything"}}, :orcpub.dnd.e5/selections {:arcane-shot {:key :arcane-shot, :name "Arcane Shot", :option-pack "Xanathar's Guide to Everything", :options [{:description "You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.\n", :name "Banishing Arrow"} {:description "You weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class", :name "Brute Bane Arrow"} {:description "You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it also take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.", :name "Bursting Arrow"} {:description "When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison and slashing damage both increase to 4d6 when you reach 18th level in this class.", :name "Grasping\tArrow"} {:description "Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target. The psychic damage increases to 4d6 when you reach 18th level in this class.", :name "Mind-Scrambling Arrow"} {:description "You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.", :name "Piercing Arrow"} {:description "Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class.", :name "Seeking Arrow"} {:description "You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class", :name "Shadow Arrow"}]}}, :orcpub.dnd.e5/spells {:dawn {:description "The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.\nWhen the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.\nIf you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.", :key :dawn, :school "evocation", :name "Dawn", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a sunburst pendant worth at least 100 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :wizard true}, :range "60 feet"}, :summon-greater-demon {:description "You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.\nRoll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.\nAt the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.", :key :summon-greater-demon, :school "conjuration", :name "Summon Greater Demon", :duration "Concentration, up to 1 hour", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a vial of blood from a humanoid killed within the past 24 hours", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :steel-wind-strike {:description "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.\nYou can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.", :key :steel-wind-strike, :school "conjuration", :name "Steel Wind Strike", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a melee weapon worth at least 1 sp", :somatic true}, :casting-time "1 action", :spell-lists {:ranger true, :sorcerer false, :wizard true}, :range "30 feet"}, :tenser-s-transformation {:description "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:\n-You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n-You have advantage on attack rolls that you make with simple and martial weapons.\n-When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n-You have proficiency with all armor, shields, simple weapons, and martial weapons.\n-You have proficiency in Strength and Constitution saving throws.\n-You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.", :key :tenser-s-transformation, :school "transmutation", :name "Tenser’s Transformation", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a few hairs from a bull", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Self"}, :druid-grove {:description "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.\nThe spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.\nThe entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\n\nSolid Fog: You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\n\nGrasping Undergrowth: You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\n\nGrove Guardians: You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\n\nAdditional Spell Effect: You can place your choice of one of the following magical effects within the warded area:\n-A constant gust of wind in two locations of your choice\n-Spike growth in one location of your choice\n-Wind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.", :key :druid-grove, :school "abjuration", :name "Druid Grove", :duration "24 hours", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon", :somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:druid true}, :range "Touch"}, :crown-of-stars {:description "Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.\nIf you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.", :key :crown-of-stars, :school "evocation", :name "Crown of Stars", :duration "1 hour", :level 7, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :toll-the-dead {:description "You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.\nThe spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).", :key :toll-the-dead, :school "necromancy", :name "Toll the Dead", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:cleric true, :warlock true, :wizard true}, :range "60 feet"}, :power-word-pain {:description "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.\nWhile the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.\nA target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.", :key :power-word-pain, :school "enchantment", :name "Power Word Pain", :duration "Instantaneous", :level 7, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :enervation {:description "A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.\nWhenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", :key :enervation, :school "necromancy", :name "Enervation", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :mind-spike {:description "You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", :key :mind-spike, :school "divination", :name "Mind Spike", :duration "Concentration, up to 1 hour", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :wrath-of-nature {:description "You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.\n\nGrasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.\n\nTrees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.\n\nRoots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.\n\nRocks: As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.", :key :wrath-of-nature, :school "evocation", :name "Wrath of Nature", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "120 feet"}, :tiny-servant {:description "You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.\nAs a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.\nWhen the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.", :key :tiny-servant, :school "transmutation", :name "Tiny Servant", :duration "8 hours", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:wizard true}, :range "Touch"}, :invulnerability {:description "You are immune to all damage until the spell ends.", :key :invulnerability, :school "abjuration", :name "Invulnerability", :duration "Concentration, up to 10 minutes", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a small piece of adamantine worth at least 500 gp, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Self"}, :mighty-fortress {:description "A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.\nThe fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.\nA small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.\nA staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.\nThe walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.\nAfter 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.\nCasting this spell on the same spot once every 7 days for a year makes the fortress permanent.", :key :mighty-fortress, :school "conjuration", :name "Mighty Fortress", :duration "Instantaneous", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a diamond worth at least 500 gp, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:wizard true}, :range "1 mile"}, :find-greater-steed {:description "You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYou control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.\nThe mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.\nYou can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.\nWhenever the mount disappears, it leaves behind any objects it was wearing or carrying.", :key :find-greater-steed, :school "conjuration", :name "Find Greater Steed", :duration "Instantaneous", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:paladin true}, :range "30 feet"}, :shadow-blade {:description "You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.\nIf you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.\nAt Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.", :key :shadow-blade, :school "illusion", :name "Shadow Blade", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :summon-lesser-demons {:description "You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.\n(d6) Demons Summoned\n(1–2) Two demons of challenge rating 1 or lower\n(3–4) Four demons of challenge rating 1/2 or lower\n(5–6) Eight demons of challenge rating 1/4 or lower\nThe DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.\nThe demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.", :key :summon-lesser-demons, :school "conjuration", :name "Summon Lesser Demons", :duration "Concentration, up to 1 hour", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a vial of blood from a humanoid killed within the past 24 hours", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :illusory-dragon {:description "By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.\nWhen the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.\nAs a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.\nThe illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.", :key :illusory-dragon, :school "illusion", :name "Illusory Dragon", :duration "Concentration, up to 1 minute", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "120 feet"}, :healing-spirit {:description "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).\nUntil the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.\nAs a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.", :key :healing-spirit, :school "conjuration", :name "Healing Spirit", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 bonus action ", :spell-lists {:druid true, :ranger true}, :range "60 feet"}, :wall-of-light {:description "A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.\nWhen the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\nA creature that ends its turn in the wall’s area takes 4d8 radiant damage.\nUntil the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", :key :wall-of-light, :school "evocation", :name "Wall of Light", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a hand mirror", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :temple-of-the-gods {:description "You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.\nYou make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.\nThe temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.\nThe temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.\nIn addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.\nFinally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).\nThe temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.\nCasting this spell on the same spot every day for a year makes this effect permanent.", :key :temple-of-the-gods, :school "conjuration", :name "Temple of the Gods", :duration "24 hours", :level 7, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a holy symbol worth at least 5 gp", :somatic true, :verbal true}, :casting-time "1 hour", :spell-lists {:cleric true}, :range "120 feet"}, :zephyr-strike {:description "You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.\nOnce before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.", :key :zephyr-strike, :school "transmutation", :name "Zephyr Strike", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :dragon-s-breath {:description "You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", :key :dragon-s-breath, :school "transmutation", :name "Dragon’s Breath", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a hot pepper", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :wizard true}, :range "Touch"}, :catnap {:description "You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.", :key :catnap, :school "enchantment", :name "Catnap", :duration "10 minutes", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a pinch of sand", :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "30 feet"}, :sickening-radiance {:description "Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.\nWhen a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.", :key :sickening-radiance, :school "evocation", :name "Sickening Radiance", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :synaptic-static {:description "You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.\nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.", :key :synaptic-static, :school "enchantment", :name "Synaptic Static", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :word-of-radiance {:description "You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :word-of-radiance, :school "evocation", :name "Word of Radiance", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a holy symbol", :verbal true}, :casting-time "1 action", :spell-lists {:cleric true}, :range "5 feet"}, :scatter {:description "The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.", :key :scatter, :school "conjuration", :name "Scatter", :duration "Instantaneous", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :shadow-of-moil {:description "Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.\nUntil the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.", :key :shadow-of-moil, :school "necromancy", :name "Shadow of Moil", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "an undead eyeball encased in a gem worth at least 150 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true}, :range "Self"}, :chaos-bolt {:description "You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below:\n1 Acid\n2 Cold\n3 Fire\n4 Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\nIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.\nA creature can be targeted only once by each casting of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.", :key :chaos-bolt, :school "evocation", :name "Chaos Bolt", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true}, :range "120 feet"}, :cause-fear {:description "You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", :key :cause-fear, :school "necromancy", :name "Cause Fear", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action ", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :infernal-calling {:description "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.\nOn each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so.\nIf your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.\nIf you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", :key :infernal-calling, :school "conjuration", :name "Infernal Calling", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a ruby worth at least 999 gp", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:warlock true, :wizard true}, :range "90 feet"}, :abi-dalzims-horrid-wilting {:description "You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.\nNonmagical plants in the area that are n't creatures, such as trees and shrubs, wither and die instantly.", :key :abi-dalzims-horrid-wilting, :school "necromancy", :name "Abi-Dalzim's Horrid Wilting", :duration "Instantaneous", :level 8, :option-pack "Xanathars Guide to Everything (arandomstringofnum#2919)", :components {:material true, :material-component "a bit of sponge", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "150 feet"}, :charm-monster {:description "You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", :key :charm-monster, :school "enchantment", :name "Charm Monster", :duration "1 hour", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :life-transference {:description "You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", :key :life-transference, :school "necromancy", :name "Life Transference", :duration "Instantaneous", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :wizard true}, :range "30 feet"}, :guardian-of-nature {:description "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\n\nPrimal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:\n-Your walking speed increases by 10 feet.\n-You gain darkvision with a range of 120 feet.\n-You make Strength-based attack rolls with advantage.\n-Your melee weapon attacks deal an extra 1d6 force damage on a hit.\n\nGreat Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n-You gain 10 temporary hit points.\n-You make Constitution saving throws with advantage.\n-You make Dexterity- and Wisdom-based attack rolls with advantage.\n-While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. ", :key :guardian-of-nature, :school "transmutation", :name "Guardian of Nature", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :paladin true}, :range "Self"}, :mental-prison {:description "You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.", :key :mental-prison, :school "illusion", :name "Mental Prison", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :psychic-scream {:description "You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.\nEach target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.\nA stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.", :key :psychic-scream, :school "enchantment", :name "Psychic Scream", :duration "Instantaneous", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :danse-macabre {:description "Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.\nYou can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.\nThe creatures are under your control until the spell ends, after which they become inanimate once more.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.", :key :danse-macabre, :school "necromancy", :name "Danse Macabre", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :create-homunculus {:description "While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus.\nThe statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus’s death.\nYou can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.", :key :create-homunculus, :school "transmutation", :name "Create Homunculus", :duration "Instantaneous", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp", :somatic true, :verbal true}, :casting-time "1 hour", :spell-lists {:wizard true}, :range "Touch"}, :enemies-abound {:description "You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.", :key :enemies-abound, :school "enchantment", :name "Enemies Abound", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :ceremony {:description "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\n\nAtonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\n\nBless Water: You touch one vial of water and cause it to become holy water.\n\nComing of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\n\nDedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\n\nFuneral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.\n\nWedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.", :key :ceremony, :school "abjuration", :name "Ceremony", :duration "Instantaneous", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "25 gp worth of powdered silver, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 hour", :spell-lists {:cleric true, :paladin true}, :range "Touch"}, :maddening-darkness {:description "Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.\nShrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.", :key :maddening-darkness, :school "evocation", :name "Maddening Darkness", :duration "Concentration, up to 10 minutes", :level 8, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a drop of pitch mixed with a drop of mercury", :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "150 feet"}, :holy-weapon {:description "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.\nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.", :key :holy-weapon, :school "evocation", :name "Holy Weapon", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:cleric true, :paladin true}, :range "Touch"}, :primal-savagery {:description "You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.\nThe spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", :key :primal-savagery, :school "transmutation", :name "Primal Savagery", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :spare-the-dying-grave-domain- {:description "You target a living creature within range that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.", :key :spare-the-dying-grave-domain-, :school "necromancy", :name "Spare the Dying (Grave Domain)", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide to Everything", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 ft."}, :negative-energy-flood {:description "You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.\nIf you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.", :key :negative-energy-flood, :school "necromancy", :name "Negative Energy Flood", :duration "Instantaneous", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a broken bone and a square of black silk", :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :mass-polymorph {:description "You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.\nEach target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.\nEach target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.\nThe creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.\nThe target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.", :key :mass-polymorph, :school "transmutation", :name "Mass Polymorph", :duration "Concentration, up to 1 hour", :level 9, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a caterpillar cocoon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "120 feet"}, :thunder-step {:description "You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.\nYou can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.", :key :thunder-step, :school "conjuration", :name "Thunder Step", :duration "Instantaneous", :level 3, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :snare {:description "As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.\nThis trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.\nThe trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.\nA restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.\nAfter the trap is triggered, the spell ends when no creature is restrained by it.", :key :snare, :school "abjuration", :name "Snare", :duration "8 hours", :level 1, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "25 feet of rope, which the spell consumes", :somatic true, :verbal false}, :casting-time "1 minute", :spell-lists {:druid true, :paladin true, :wizard true}, :range "Touch"}, :infestation {:description "You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :infestation, :school "conjuration", :name "Infestation", :duration "Instantaneous", :level 0, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a living flea", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :far-step {:description "You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.", :key :far-step, :school "conjuration", :name "Far Step", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :skill-empowerment {:description "Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.\nYou must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.", :key :skill-empowerment, :school "transmutation", :name "Skill Empowerment", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Xanathar's Guide To Everything", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "Touch"}, :soul-cage {:description "This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.\n\nSteal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.\n\nQuery Soul: You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.\n\nBorrow Experience: You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.\n\nEyes of the Dead: You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.\nA creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.", :key :soul-cage, :school "necromancy", :name "Soul Cage", :duration "8 hours", :level 6, :option-pack "Xanathar's Guide To Everything", :components {:material true, :material-component "a tiny silver cage worth 100 gp", :somatic true, :verbal true}, :casting-time "1 reaction, which you take when a humanoid you can see within 60 feet of you dies", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}}, :orcpub.dnd.e5/subclasses {:war-magic {:class :wizard, :key :war-magic, :level-modifiers [], :name "War Magic", :option-pack "Xanathar's Guide To Everything", :traits [{:description "At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.\nWhen you use this feature, you can’t cast spells other than cantrips until the end of your next turn. ", :level 2, :name "Arcane Deflection"} {:description "Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. ", :level 2, :name "Tactical Wit"} {:description "Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.\nYou can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.\nOnce per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.", :level 6, :name "Power Surge"} {:description "Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.", :level 10, :name "Durable Magic"} {:description "At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level. ", :level 14, :name "Deflecting Shroud"}]}, :way-of-the-drunken-master {:class :monk, :key :way-of-the-drunken-master, :level-modifiers [{:level 3, :type :skill-prof, :value :performance}], :name "Way of the Drunken Master", :option-pack "Xanathar's Guide To Everything", :traits [{:description "When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it. ", :level 3, :name "Bonus Proficiencies "} {:description "At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. ", :level 3, :name "Drunken Technique "} {:description "Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. \n\nLeap to Your Feet: When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.\n\nRedirect Attack: When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. ", :level 6, :name "Tipsy Sway"} {:description "Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.", :level 11, :name "Drunkard’s Luck"} {:description "At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.", :level 17, :name "Intoxicated Frenzy"}]}, :path-of-the-storm-herald {:class :barbarian, :key :path-of-the-storm-herald, :level-modifiers [], :name "Path of the Storm Herald", :option-pack "Xanathar's Guide To Everything", :traits [{:description "Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.\nYour aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.\nIf Your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\n\nDesert: When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.\n\nSea: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.\n\nTundra: When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.", :level 3, :name "Storm Aura"} {:description "At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.\n\nDesert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.\n\nSea: You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.\n\nTundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube Of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.", :level 6, :name "Storm Soul"} {:description "At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.", :level 10, :name "Shielding Storm"} {:description "At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.\n\nDesert: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.\n\nSea: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.\n\nTundra: Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.", :level 14, :name "Raging Storm"}]}, :the-hexblade {:class :warlock, :key :the-hexblade, :level-modifiers [{:type :weapon-prof, :value :martial} {:type :armor-prof, :value :shields} {:type :armor-prof, :value :medium}], :name "The Hexblade", :option-pack "Xanathar's Guide To Everything", :traits [{:description "Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:\n-You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.\n-Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.\n-If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).\nYou can’t use this feature again until you finish a short or long rest.", :name "Hexblade’s Curse"} {:description "The influence of your patron allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.", :name "Hex Warrior"} {:description "Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).\nThe specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. \nOnce you bind a specter with this feature, you can’t use the feature again until you finish a long rest. ", :level 6, :name "Accursed Specter"} {:description "At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. ", :level 10, :name "Armor of Hexes"} {:description "Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature. ", :level 14, :name "Master of Hexes"}], :warlock-spells {1 {0 :shield, 1 :wrathful-smite}, 2 {0 :blur, 1 :branding-smite}, 3 {0 :blink, 1 :elemental-weapon}, 4 {0 :phantasmal-killer, 1 :staggering-smite}, 5 {0 :banishing-smite, 1 :cone-of-cold}}}, :gloom-stalker {:class :ranger, :key :gloom-stalker, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :disguise-self, :level 1}} {:level 5, :type :spell, :value {:ability :wis, :key :rope-trick, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :fear, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :greater-invisibility, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :seeming, :level 5}}], :name "Gloom Stalker", :option-pack "Xanathar's Guide To Everything", :traits [{:description "At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.\nAt the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type. ", :level 3, :name "Dread Ambusher"} {:description "At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.\nYou are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. ", :level 3, :name "Umbral Sight "} {:description "By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). ", :level 7, :name "Iron Mind"} {:description "At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. ", :level 11, :name "Stalker’s Flurry"} {:description "Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. ", :level 15, :name "Shadowy Dodge"}]}, :horizon-walker {:class :ranger, :key :horizon-walker, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :protection-from-evil-and-good, :level 1}} {:level 5, :type :spell, :value {:ability :wis, :key :misty-step, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :haste, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :banishment, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :teleportation-circle, :level 5}}], :name "Horizon Walker", :option-pack "Xanathar's Guide To Everything", :traits [{:description "At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.\nOnce you use this feature, you can’t use it again until you finish a short or long rest.\nSee the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.", :level 3, :name "Detect Portal"} {:description "At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.\nAs a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. ", :level 3, :name "Planar Warrior"} {:description "At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.\nOnce you use this feature, you can’t use it again until you finish a short or long rest. ", :level 7, :name "Ethereal Step"} {:description "At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.\nIf you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. ", :level 11, :name "Distant Strike"} {:description "At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.", :level 15, :name "Spectral Defense"}]}, :storm-sorcery {:class :sorcerer, :key :storm-sorcery, :level-modifiers [{:level 6, :type :damage-resistance, :value :thunder} {:level 6, :type :damage-resistance, :value :lightning}], :name "Storm Sorcery", :option-pack "Xanathar's Guide To Everything", :traits [{:description "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.", :name "Wind Speaker"} {:description "Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. ", :name "Tempestuous Magic"} {:description "At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.", :level 6, :name "Heart of the Storm"} {:description "At 6th level, you gain the ability to subtly control the weather around you.\nIf it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.\nIf it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.", :level 6, :name "Storm Guide"} {:description "Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. ", :level 14, :name "Storm’s Fury"} {:description "At 18th level, you gain immunity to lightning and thunder damage.\nYou also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest. ", :level 18, :name "Wind Soul"}]}, :circle-of-the-shepherd {:class :druid, :key :circle-of-the-shepherd, :level-modifiers [], :name "Circle of the Shepherd", :option-pack "Xanathar's Guide To Everything", :traits [{:description "At 2nd level, you gain the ability to converse with beasts and many fey.\nYou learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. ", :level 2, :name "Speech of the Woods"} {:description "Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.\nAs a bonus action, you can move the spirit up to 60 feet to a point you can see.\nThe spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t\nuse it again until you finish a short or long rest.\nThe effect of the spirit’s aura depends on the type of spirit you summon from the options below.\n\nBear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.\n\nHawk Spirit: The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.\n\nUnicorn Spirit: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.", :level 2, :name "Spirit Totem"} {:description "Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: \n-The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.\n-The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.", :level 6, :name "Mighty Summoner"} {:description "Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. ", :level 10, :name "Guardian Spirit"} {:description "Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).\nOnce you use this feature, you can’t use it again until you finish a long rest. ", :level 14, :name "Faithful Summons "}]}, :inquisitive {:class :rogue, :key :inquisitive, :level-modifiers [], :name "Inquisitive", :option-pack "Xanathar's Guide To Everything", :traits [{:description "When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.", :level 3, :name "Ear for Deceit"} {:description "Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. ", :level 3, :name " Eye for Detail"} {:description "At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.\nThis benefit lasts for 1 minute or until you successfully use this feature against a different target. ", :level 3, :name "Insightful Fighting"} {:description "Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.", :level 9, :name "Steady Eye"} {:description "Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.", :level 13, :name "Unerring Eye"} {:description "At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. ", :level 17, :name "Eye for Weakness"}]}, :circle-of-dreams {:class :druid, :key :circle-of-dreams, :level-modifiers [], :name "Circle of Dreams", :option-pack "Xanathar's Guide To Everything", :traits [{:description "At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.\nAs a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.\nYou regain all expended dice when you finish a long rest. ", :level 2, :name "Balm of the Summer Court"} {:description "At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.\nWhile within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.\nThe sphere vanishes at the end of the rest or when you leave the sphere.", :level 6, :name "Hearth of Moonlight and Shadow"} {:description "Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.", :level 10, :name "Hidden Paths"} {:description "At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.\nWhen you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.\nThis use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 14, :name "Walker in Dreams"}]}, :path-of-the-ancestral-guardian {:class :barbarian, :key :path-of-the-ancestral-guardian, :level-modifiers [{:level 10, :type :spell, :value {:ability :wis, :key :augury, :level 2}} {:level 10, :type :spell, :value {:ability :wis, :key :clairvoyance, :level 3}}], :name "Path of the Ancestral Guardian", :option-pack "Xanathar's Guide to Everything", :traits [{:description "Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.", :level 3, :name "Ancestral Protectors"} {:description "Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.\nWhen you reach certain levels in this class you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.", :level 6, :name "Spirit Shield"} {:description "At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one Of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.\nAfter you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.", :level 10, :name "Consult the Spirits"} {:description "At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.", :level 14, :name "Vengeful Ancestors"}]}, :college-of-swords {:class :bard, :key :college-of-swords, :level-modifiers [{:level 3, :type :weapon-prof, :value :scimitar} {:level 3, :type :armor-prof, :value :medium}], :name "College of Swords", :option-pack "Xanathar's Guide To Everything", :traits [{:description "If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus\nfor your bard spells. ", :level 3, :name "Bonus Proficiencies"} {:description "At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.\n\nDueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ", :level 3, :name "Fighting Style"} {:description "At 3rd level, you learn to perform impressive displays of martial prowess and speed.\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.\n\nDefensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.\n\nSlashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.\n\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. ", :level 3, :name "Blade Flourish"} {:description "Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it\ninstead of expending a Bardic Inspiration die. ", :level 6, :name "Extra Attack"} {:description "Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.\nMany other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. ", :level 14, :name "Master’s Flourish"}]}, :oath-of-conquest {:class :paladin, :key :oath-of-conquest, :level-modifiers [{:level 3, :type :spell, :value {:ability :cha, :key :armor-of-agathys, :level 1}} {:level 3, :type :spell, :value {:ability :cha, :key :command, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :hold-person, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :spiritual-weapon, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :bestow-curse, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :fear, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :dominate-beast, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :stoneskin, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :cloudkill, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :dominate-person, :level 5}}], :name "Oath of Conquest", :option-pack "Xanathar's Guide To Everything", :traits [{:description "You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.", :level 3, :name "Conquering Presence"} {:description "You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.", :level 3, :name "Guided Strike"} {:description "Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.\nIf a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.\nAt 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Conquest"} {:description "Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated. ", :level 15, :name "Scornful Rebuke"} {:description "At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:\n-You have resistance to all damage.\n-When you take the Attack action on your turn, you can make one additional attack as part of that action.\n-Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.\nOnce you use this feature, you can’t use it again until you finish a long rest. ", :level 20, :name "Invincible Conqueror"}]}, :divine-soul {:class :sorcerer, :key :divine-soul, :level-modifiers [], :name "Divine Soul", :option-pack "Xanathar's Guide To Everything", :traits [{:description "Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. \nIn addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.", :name "Divine Magic"} {:description "Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.", :name "Favored by the Gods"} {:description "Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.", :level 6, :name "Empowered Healing"} {:description "Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.\nThe affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.", :level 14, :name "Otherworldly Wings"} {:description "At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 18, :name "Unearthly Recovery"}]}, :monster-slayer {:class :ranger, :key :monster-slayer, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :protection-from-evil-and-good, :level 1}} {:level 5, :type :spell, :value {:ability :wis, :key :zone-of-truth, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :magic-circle, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :banishment, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :hold-monster, :level 5}}], :name "Monster Slayer", :option-pack "Xanathar's Guide To Everything", :traits [{:description "At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. ", :level 3, :name " Hunter’s Sense"} {:description "Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.\nThis benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. ", :level 3, :name "Slayer’s Prey"} {:description "At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll. ", :level 7, :name "Supernatural Defense"} {:description "At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.\nOnce you use this feature, you can’t use it again until you finish a short or long rest.", :level 11, :name "Magic-User’s Nemesis"} {:description "At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects. ", :level 15, :name "Slayer’s Counter"}]}, :oath-of-redemption {:class :paladin, :key :oath-of-redemption, :level-modifiers [{:level 3, :type :spell, :value {:ability :cha, :key :sanctuary, :level 1}} {:level 3, :type :spell, :value {:ability :cha, :key :sleep, :level 1}} {:level 5, :type :spell, :value {:ability :cha, :key :calm-emotions, :level 2}} {:level 5, :type :spell, :value {:ability :cha, :key :hold-person, :level 2}} {:level 9, :type :spell, :value {:ability :cha, :key :counterspell, :level 3}} {:level 9, :type :spell, :value {:ability :cha, :key :hypnotic-pattern, :level 3}} {:level 13, :type :spell, :value {:ability :cha, :key :otilukes-resilient-sphere, :level 4}} {:level 13, :type :spell, :value {:ability :cha, :key :stoneskin, :level 4}} {:level 17, :type :spell, :value {:ability :cha, :key :hold-monster, :level 5}} {:level 17, :type :spell, :value {:ability :cha, :key :wall-of-force, :level 5}}], :name "Oath of Redemption", :option-pack "Xanathar's Guide To Everything", :traits [{:description "You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.", :level 3, :name "Emissary of Peace"} {:description "You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.", :level 3, :name "Rebuke the Violent"} {:description "Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.\nAt 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of the Guardian"} {:description "Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.", :level 15, :name "Protective Spirit"} {:description "At 20th level, you become an avatar of peace, which gives you two benefits:\n-You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).\n-Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.\nIf you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. ", :level 20, :name "Emissary of Redemption"}]}, :scout {:class :rogue, :key :scout, :level-modifiers [{:level 3, :type :skill-prof, :value :nature} {:level 3, :type :skill-prof, :value :survival}], :name "Scout", :option-pack "Xanathar's Guide To Everything", :traits [{:description "Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.", :level 3, :name "Skirmisher"} {:description "When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.", :level 3, :name "Survivalist"} {:description "At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.", :level 9, :name "Superior Mobility"} {:description "Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.", :level 13, :name "Ambush Master"} {:description "Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.", :level 17, :name "Sudden Strike"}]}, :grave-domain {:class :cleric, :cleric-spells {1 {0 :bane, 1 :false-life}, 2 {0 :gentle-repose, 1 :ray-of-enfeeblement}, 3 {0 :revivify, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell, 1 :raise-dead}}, :key :grave-domain, :level-modifiers [{:type :spell, :value {:ability :wis, :key :spare-the-dying-grave-domain-}}], :name "Grave Domain", :option-pack "Xanathar's Guide to Everything", :traits [{:description "At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.\nIn addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.", :name "Circle of Mortality"} {:description "At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.", :name "Eyes of the Grave"} {:description "Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.\nAs an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends. ", :level 2, :name "Channel Divinity: Path to the Grave"} {:description "At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. ", :level 6, :name "Sentinel at Death’s Door"} {:description "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. ", :level 8, :name "Potent Spellcasting"} {:description "Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. ", :level 17, :name "Keeper of Souls "}]}, :path-of-the-zealot {:class :barbarian, :key :path-of-the-zealot, :level-modifiers [], :name "Path of the Zealot", :option-pack "Xanathar's Guide To Everything", :traits [{:description "Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.", :level 3, :name "Divine Fury"} {:description "At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.", :level 3, :name "Warrior ofthe Gods"} {:description "Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.", :level 6, :name "Fanatical Focus"} {:description "At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 10, :name "Zealous Presence"} {:description "Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.\nWhile you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don\"t die until your rage ends, and you die then only if you still have 0 hit points.", :level 14, :name "Rage beyond Death"}]}, :arcane-archer {:class :fighter, :key :arcane-archer, :level-modifiers [], :level-selections [{:level 3, :num 2, :type :arcane-shot} {:level 7, :num 3, :type :arcane-shot} {:level 10, :num 4, :type :arcane-shot} {:level 15, :num 5, :type :arcane-shot} {:level 18, :num 6, :type :arcane-shot}], :name "Arcane Archer", :option-pack "Xanathar's Guide to Everything", :traits [{:description "At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.", :level 3, :name "Arcane Archer Lore"} {:description "At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below). \nOnce per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.\nYou gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter. \n\nArcane Shot Options\nThe Arcane Shot feature lets you choose options for it at certain levels. They are all magical effects, and each one is associated with one of the schools of magic.\nIf an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.\n\n", :level 3, :name "Arcane Shot"} {:description "At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. ", :level 7, :name "Magic Arrow"} {:description "At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. ", :level 7, :name "Curving Shot "} {:description "Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.", :level 15, :name "Ever-Ready Shot "}]}, :shadow-magic {:class :sorcerer, :key :shadow-magic, :level-modifiers [], :name "Shadow Magic", :option-pack "Xanathar's Guide To Everything", :traits [{:description "Starting at 1st level, you have darkvision with a range of 120 feet.\nWhen you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.", :name "Eyes of the Dark"} {:description "Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.\nAfter the saving throw succeeds, you can’t use this feature again until you finish a long rest.", :name "Strength of the Grave"} {:description "At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:\n-The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.\n-It appears with a number of temporary hit points equal to half your sorcerer level.\n-It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.\n-At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.\nThe hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.", :level 6, :name "Hound of Ill Omen"} {:description "At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.", :level 14, :name "Shadow Walk"} {:description "Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.\nYou remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.", :level 18, :name "Umbral Form"}]}, :forge-domain {:class :cleric, :cleric-spells {1 {0 :identify, 1 :searing-smite}, 2 {0 :heat-metal, 1 :magic-weapon}, 3 {0 :elemental-weapon, 1 :protection-from-energy}, 4 {0 :fabricate, 1 :wall-of-fire}, 5 {0 :animate-objects, 1 :creation}}, :key :forge-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Forge Domain", :option-pack "Xanathar's Guide To Everything", :traits [{:description "When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools. ", :name "Bonus Proficiencies"} {:description "At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.\nOnce you use this feature, you can’t use it again until you finish a long rest. ", :name "Blessing of the Forge"} {:description "Starting at 2nd level, you can use your Channel Divinity to create simple items.\nYou conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.\nThe thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.\nThe ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.", :level 2, :name "Channel Divinity: Artisan’s Blessing "} {:description "Starting at 6th level, your mastery of the forge grants you special abilities:\n-You gain resistance to fire damage.\n-While wearing heavy armor, you gain a +1 bonus to AC.", :level 6, :name "Soul of the Forge"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, your blessed affinity with fire and metal becomes more powerful:\n-You gain immunity to fire damage.\n-While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. ", :level 17, :name "Saint of Forge and Fire"}]}, :college-of-glamour {:class :bard, :key :college-of-glamour, :level-modifiers [], :name "College of Glamour", :option-pack "Xanathar's Guide To Everything", :traits [{:description "When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.\nAs a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. \nThe number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. ", :level 3, :name "Mantle of Inspiration"} {:description "Starting at 3rd level, you can charge your performance with seductive, fey magic.\nIf you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.\nIf a target succeeds on its saving throw, the target has no hint that you tried to charm it.\nOnce you use this feature, you can’t use it again until you finish a short or long rest. ", :level 3, :name "Enthralling Performance"} {:description "At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.\nAny creature charmed by you automatically fails its saving throw against the command you cast with this feature.\nOnce you use this feature, you can’t use it again until you finish a long rest. ", :level 6, :name "Mantle of Majesty"} {:description "At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.\nIn addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. \nOnce you assume this majestic presence, you can’t do so again until you finish a short or long rest.", :level 14, :name "Unbreakable Majesty"}]}, :cavalier {:class :fighter, :key :cavalier, :level-modifiers [], :name "Cavalier", :option-pack "Xanathar's Guide To Everything", :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. ", :level 3, :name "Bonus Proficiency "} {:description "Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.\nFinally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.", :level 3, :name "Born to the Saddle "} {:description "Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.\nWhile it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.\nIn addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.\nRegardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.", :level 3, :name "Unwavering Mark"} {:description "At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.\nYou can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. ", :level 7, :name "Warding Maneuver"} {:description "At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.", :level 10, :name "Hold the Line"} {:description "Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. ", :level 15, :name "Ferocious Charger"} {:description "Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction. ", :level 18, :name "Vigilant Defender"}]}, :way-of-the-kensei {:class :monk, :key :way-of-the-kensei, :level-modifiers [], :name "Way of the Kensei", :option-pack "Xanathar's Guide To Everything", :traits [{:description "When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons.\n\nKensei Weapons: Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.", :level 3, :name "Path of the Kensei "} {:description "You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.", :level 3, :name "Kensei’s Shot"} {:description "If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.", :level 3, :name "Agile Parry"} {:description "You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies. ", :level 3, :name "Way of the Brush"} {:description "Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", :level 6, :name "Magic Kensei Weapons"} {:description "When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.", :level 6, :name "Deft Strike"} {:description "At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. ", :level 11, :name "Sharpen the Blade"} {:description "At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.", :level 17, :name "Unerring Accuracy"}]}, :college-of-whispers {:class :bard, :key :college-of-whispers, :level-modifiers [], :name "College of Whispers", :option-pack "Xanathar's Guide To Everything", :traits [{:description "When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.\nWhen you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.\nThe psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. ", :level 3, :name "Psychic Blades"} {:description "At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.\nIf you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.\nIf the target succeeds on its saving throw, the target has no hint that you tried to frighten it.\nOnce you use this feature, you can’t use it again until you finish a short or long rest. ", :level 3, :name "Words of Terror"} {:description "At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.\nYou can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. \nWhile you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.\nAnother creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.\nOnce you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest. ", :level 6, :name "Mantle of Whispers"} {:description "At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.\nAs an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.\nOn a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.\nThe charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.\nWhen the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest.", :level 14, :name "Shadow Lore"}]}, :samurai {:class :fighter, :key :samurai, :level-modifiers [], :name "Samurai", :option-pack "Xanathar's Guide To Everything", :traits [{:description "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills\nof your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one\nlanguage of your choice. ", :level 3, :name "Bonus Proficiency"} {:description "Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.\nYou can use this feature three times, and you regain all expended uses of it when you finish a long rest. ", :level 3, :name "Fighting Spirit"} {:description "Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.\nYour self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).", :name "Elegant Courtier "} {:description "Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.", :name "Tireless Spirit "} {:description "Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn. ", :name "Rapid Strike "} {:description "Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.\nOnce you use this feature, you can’t use it again until you finish a long rest. ", :name "Strength before Death "}]}, :the-celestial {:class :warlock, :key :the-celestial, :level-modifiers [{:type :spell, :value {:ability :cha, :key :light}} {:type :spell, :value {:ability :cha, :key :sacred-flame}}], :name "The Celestial", :option-pack "Xanathar's Guide To Everything", :traits [{:description "At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.\nAs a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.\nYour pool regains all expended dice when you finish a long rest.", :name "Healing Light"} {:description "Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.", :level 6, :name "Radiant Soul"} {:description "Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. ", :level 10, :name "Celestial Resilience"} {:description "Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 14, :name "Searing Vengeance"}], :warlock-spells {1 {0 :cure-wounds, 1 :guiding-bolt}, 2 {0 :flaming-sphere, 1 :lesser-restoration}, 3 {0 :daylight, 1 :revivify}, 4 {0 :guardian-of-faith, 1 :wall-of-fire}, 5 {0 :flame-strike, 1 :greater-restoration}}}}, :orcpub.dnd.e5/races {:tortle {:key :tortle, :speed 30, :name "Tortle", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Aquan" "Common"}, :props {:skill-prof {:survival true}, :tortle-ac true}, :traits [{:description "Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike", :name "Claws"} {:description "You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air", :name "Hold Breath"} {:description "You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell", :name "Shell Defense"}]}}}, "DMSG - Blood Hunter - (RhymeofRain#1706)" {:orcpub.dnd.e5/classes {:blood-hunter {nil nil, :key :blood-hunter, :level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :armor-prof, :value :shields} {:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :martial} {:type :tool-prof, :value :alchemists-supplies} {:level 5, :type :num-attacks, :value 2}], :name "Blood Hunter", :subclass-level 3, :option-pack "Matt Mercer's Blood Hunter class for D&D 5e", :subclass-title "Order", :level-selections [{:type :primal-rites} {:level 6, :type :primal-rites} {:level 11, :type :primal-rites} {:level 14, :type :esoteric-rites} {:level 2, :type :fighting-style} {:level 2, :type :blood-curses} {:level 5, :type :blood-curses} {:level 9, :type :blood-curses} {:level 13, :type :blood-curses} {:level 16, :type :blood-curses} {:level 20, :type :blood-curses}], :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/str true, :orcpub.dnd.e5.character/wis true}, :skill-options {:choose 2, :options {:acrobatics true, :arcana true, :athletics true, :insight true, :investigation true, :survival true}}}, :hit-die 10, :traits [{:description "Beginning at 1st level, you have survived the imbibing of the Hunter's Bane, a poisonous alchemical concoction that affects your life's blood, forever binding you to the darkness and honing your senses against it.\nYou have advantage on Wisdom (Survival) check to track Fey, Fiends, and Undead, as well as on Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.\nUpon​ reaching 11th level. you can flare the internal toxic scars from the ritual, using the pain to give clarity, or promote anger. You can choose to suffer damage equal to a roll of you crimson rite damage die to gain advantage on a Wisdom (Insight) check or Charisma (Intimidation) check.", :name "Hunter's Bane"} {:description "At 1st level, you learn to invoke a rite of blood magic within your weapon at the cost of your own vitality. Choose to learn one rite from the Primal Rites list. You cannot change this choice.\nAs a bonus action, you imbue a single weapon with the elemental energy of a known rite until your next short or long rest. While active, attacks from this weapon deal an additional 1d4 rite damage of the chosen elemental type. Rite damage is considered magical. The rite damage die changes as you gain blood hunter levels, as shown in the crimson rite damage die column of the blood hunter table. Should your weapon leave your grip, the rite fades immediately. An active rite on a weapon thrown fades directly after the attack is complete.\nWhen a crimson rite is activated, you suffer the damage equal to your character level, and you reduce your maximum hit points by an amount equal to your character level. These lost maximum hit points return once the rite fades and cannot be restored otherwise. When a rite fades, no hit points are regained as part of the restoring of maximum hit points.\nCrimson rite can be used on multiple weapons, costing additional hit point loss. Most weapons can only be subject to a single rite at any given time. Each end of a polearm or quarterstaff is treated as a separate weapon for the purposes of this feature. A rite can be allowed to fade at any time on your turn (no action required).\nYou gain access to an additional Primal Rite at 6th level and 11th level. You may learn an Esoteric Rite at 14th level.", :name "Crimson Rite"} {:description "At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", :level 2, :name "Fighting Style"} {:description "At 2nd level, you gain the knowledge to further channel, and sacrifice, a part of your vital essence to curse and manipulate your enemies. You gain one blood curse of your choice, detailed in the \"blood curses\" section. You learn one additional blood curse of your choice at 5th, 9th, 13th, 16th, and 20th level.\nWhen you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to amplify the curse by suffering damage equal to a roll of your crimson rite damage die. An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood in their​ bodies are immune to blood curses (DM's discretion).\nYou can use this feature once. You regain expended uses when you finish a short or long rest. Beginning at 6th level, you can use your Blood Maledict feature twice between rests, at 11th level you can use it three times between rests, and at 17th level, you can use it four times between rests.", :level 2, :name "Blood Maledict"} {:description "At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Mutant, Order of the Ghostslayer, Order of the Profane Soul, or Order of the Lycan. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.", :level 3, :name "Blood Hunter Order"} {:description "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", :level 4, :name "Ability Score Improvement"} {:description "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.", :level 5, :name "Extra Attack"} {:description "When you reach 9th level, you can take 10 minutes to meditate on an object to discern vague details regarding any lingering evil or wicked past surrounding it. Make a Wisdom ability check. Based on the result, the DM may reveal obscure information about dark events that may have surrounded the object, or hints toward a sinister purpose. This feature has no effect on objects untouched by evil. An object can only be targeted by this feature once, and future attempts reveal no further details.", :level 9, :name "Grim Psychometry"} {:description "Upon reaching 10th level, you beckon the surroudning shadows to grant you unnatural swiftness on the battlefield. You gain darkvision out to 30 feet, or if you have darkvision, extend it out an additional 30 feet. While in dim light or darkness, your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage.", :level 10, :name "Dark Velocity"} {:description "When you reach 14th level, you can no longer become Frightened, and you have advantage on saving throws against magical Charm effects.", :level 14, :name "Hardened Soul"} {:description "Upon becoming 20th level, your ability to harness your pain, and the pain of your foes, is perfected. When you are below one fourth of your current maximum hit points, all of your crimson rite damage dice are maximized.\nIn addition, when you critically hit with a weapon attack that bears your crimson rite, you regain a use of your blood maledict feature.", :level 20, :name "Sanguine Mastery"}]}}, :orcpub.dnd.e5/selections {:blood-curses {:key :blood-curses, :name "Blood Curses", :option-pack "Matt Mercer's Blood Hunter class for D&D 5e", :options [{:description "As a bonus action, you can attempt to bind an enemy no more than one size larger than you within 30 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or have their speed be reduced to 0 until the end of your next turn.\nAmplified: This curse becomes ongoing, and can affect a creature regardless of their size category. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, the curse ends. You can end the curse whenever you like (no action required).", :name "Blood Curse of Binding"} {:description "When an enemy who is not immune to blindness within 60 feet makes a weapon attack, you can use your reaction to impose disadvantage on the attack roll.\nAmplified: Following the triggering attack, the affected enemy has disadvantage on the next attack roll they make.", :name "Blood Curse of the Eyeless"} {:description "The moment a creature falls unconscious​ or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead.\nAmplified: You grant a bonus to the attack roll and damage roll of the cursed creature's attack equal to your Wisdom modifier (minimum of 1).", :name "Blood Curse of the Fallen Puppet"} {:description "When an enemy casts a spell that requires a Dexterity saving throw, you can use your reaction to deflect the spell with your crimson rite. You gain a bonus to the initial saving throw against that spell equal to your Wisdom modifier (minimum of 1). This curse is invoked before your saving throw is rolled.\nAmplified: You grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell as well.", :name "Blood Curse of the Fending Rite"} {:description "As a bonus action, you can mark an enemy within 60 feet. Until the end of your turn, all crimson rite damage you deal to the target is doubled.\nAmplified: You cause the marked target to also lose resistance to your rite damage type until the beginning of your next turn.", :name "Blood Curse of the Marked"} {:description "As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half of the damage you suffered. This curse then ends.\nAmplified: This curse instead deals damage equal to the damage you suffered, and it ignores Necrotic resistance​.", :name "Blood Curse of Mutual Suffering"} {:description "As a bonus action, you can manipulate the vitality of a creature within 60 feet to expunge a corruption in their blood. The target creature can immediately make a saving throw against a poisoned condition afflicting it.\nAmplified: Your target can instead immediately make a saving throw against one other condition afflicting it. This condition can be blinded, deafened, or paralyzed.", :name "Blood Curse of Purgation"} {:description "When an enemy casts a spell within 60 feet that requires a spell attack roll and targets you, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll.\nAmplified: You make a Wisdom ability check. The DC equals 10 + the spell's level. On a success, the creature's spell misses you automatically.", :name "Blood Curse of Spell Sunder"}]}, :esoteric-rites {:key :esoteric-rites, :name "Esoteric Rites", :option-pack "Matt Mercer's Blood Hunter class for D&D 5e", :options [{:description "Your rite damage is thunder type.", :name "Rite of the Roar"} {:description "Your rite damage is psychic type.", :name "Rite of the Oracle"} {:description "Your rite damage is necrotic type.", :name "Rite of the Dead"}]}, :fighting-style {:key :fighting-style, :name "Fighting Style", :option-pack "Matt Mercer's Blood Hunter class for D&D 5e", :options [{:description "You gain a +2 bonus to attack rolls you make with ranged weapons.", :name "Archery"} {:description "When you are wielding​ a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.", :name "Dueling"} {:description "When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.", :name "Great Weapon Fighting"} {:description "When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", :name "Two-Weapon Fighting"}]}, :mutagens-for-order-of-the-mutant {:key :mutagens-for-order-of-the-mutant, :name "Mutagens for Order of the Mutant", :option-pack "Matt Mercer's Blood Hunter class for D&D 5e", :options [{:description "Prerequisite: 11th level. You gain a flying speed of 20 feet.\nSide effect: You have disadvantage on all Strength and Dexterity ability checks. ", :name "Aether"} {:description "Your Dexterity score increases by an amount equal to your mutation score, as does your Dexterity maximum.\nSide effect: Your Wisdom score decreases by amount equal to your mutation score. ", :name "Celerity"} {:description "You gain advantage on Intelligence ability checks.\nSide effect: You have disadvantage on Charisma ability checks.", :name "Conservant"} {:description "Prerequisite: 11th level. You can make a single weapon attack as a bonus action on each of your turns.\nSide effect: You have disadvantage on all saving throws.", :name "Cruelty"} {:description "You gain resistance to piercing damage.\nSide effect: You gain vulnerability to slashing damage.", :name "Impermeable"} {:description "You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.\nSide effect: You gain a penalty to initiative equal to 2 times your mutation score.", :name "Mobility"} {:description "You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.\nSide effect: You gain sunlight sensitivity (phb pg. 24)", :name "Nighteye"} {:description "Your Strength score increases by an amount equal to your mutation score, as does your Strength maximum.\nSide effect: Your Dexterity score decreases by an amount equal to your mutation score", :name "Potency"} {:description "Prerequisite: 11th level. Your weapon attacks score a critical hit on a roll of 19-20.\nSide effect: All healing you receive is halved. ", :name "Precision"} {:description "Your speed increases by 15 feet. At 15th level, your speed increases by 20 feet instead.\nSide effect: You have disadvantage on Dexterity ability checks.", :name "Rapidity"} {:description "Prerequisite: 7th level. While conscious and in combat, you regenerate hit points equal to 2 times your mutation score at the start of your turn as long as you are above 0 hit points.\nSide effect: Your speed decreases by 10 ft.", :name "Reconstruction"} {:description "Your Wisdom score increases by an amount equal to your mutation score, as does your Wisdom maximum.\nSide effect: Your armor class is reduced by an amount equal to your mutation score.", :name "Sagacity"} {:description "You gain resistance to slashing damage.\nSide effect: You gain vulnerability to bludgeoning damage.", :name "Shielded"} {:description "You gain resistance to bludgeoning damage.\nSide effect: You gain vulnerability to piercing damage. ", :name "Unbreakable"} {:description "You gain a bonus to initiative equal to 2 times your mutation score.\nSide effect: You have disadvantage on Wisdom (Perception) checks.", :name "Wariness"}]}, :primal-rites {:key :primal-rites, :name "Primal Rites", :option-pack "Matt Mercer's Blood Hunter class for D&D 5e", :options [{:description "Your rite damage is fire type.", :name "Rite of the Flame"} {:description "Your rite damage is cold type.", :name "Rite of the Frozen"} {:description "Your rite damage is lightning type.", :name "Rite of the Storm"}]}}, :orcpub.dnd.e5/subclasses {:order-of-the-ghostslayer {:class :blood-hunter, :key :order-of-the-ghostslayer, :level-modifiers [], :name "Order of the Ghostslayer", :option-pack "Matt Mercer's Blood Hunter class for D&D 5e", :traits [{:description "When you join this order at 3rd level, you learn the esoteric rite Rite of the Dawn (detailed bellow).\n\nRite of the Dawn: Your rite damage is radiant type.\n\nIf you hit an Undead creature with your Rite of the Dawn, it suffers additional radiant damage equal to your Wisdom modifier.\nUpon reaching 11th level any creature you hit with your Rite of the Dawn suffers this additional radiant damage.", :level 3, :name "Rite of the Dawn"} {:description "Beginning at 7th level, your blood curses become honed to the fabric of a creatures essence. Your blood curses can now affect any creature, regardless of their form or lack of blood.\nIn addition, when you target an undead creature with a blood curse, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or it cannot target you with an attack until the end of your next turn.", :level 7, :name "Hallowed Veins"} {:description "Upon reaching 11th level, you've learned to briefly step into the spirit world, enebling a swift and deadly strike. When you use the Attack action, you can make one weapon attak as a bonus action, and you temporarily become spectral. Until the end of your turn, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when and you are no longer spectral, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. You may expend a use of this feature as a bonus action instead of making an attack.\nYou can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.", :level 11, :name "Supernal Surge"} {:description "At 15th level, you can se in magical darkness up to 30 feet, as well as see invisible creatures and objects up to 30 feet.", :level 15, :name "Gravesight"} {:description "Upon reaching 18th level, you learn to project your spirit to fight on while on the edge of death. Whenever your hit points drop to 0, you can choose to let your soul emerge from your body to fight on. Your body remains unconcious and subject to death saving throws per normal. At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and continues fighting on, acting on your turn and every one of your subsequent turns under your control. Your spirit form has your physical attributes and armor class, as well as your weapons and ammunition, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necroticm and non-magical weapon damage. Your spirit form has access to all of your abilities and suffers no damage from your Crimson Rite feature. If your spirit form takes any damage, your body dies, or you regain any hit points, your spirit form vanishes. If yor spirit form vanishes, it drops your weapons in its space.", :level 18, :name "Vengeful Spirit"}]}, :order-of-the-lycan {:class :blood-hunter, :key :order-of-the-lycan, :level-modifiers [], :name "Order of the Lycan", :option-pack "Matt Mercer's Blood Hunter class for D&D 5e", :traits [{:description "Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell.", :level 3, :name "Heightened Senses"} {:description "Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As an action, you can transform into your Hybrid form. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. The benefits of this form replace the rules for Lycanthropy within the Monster's Manual. \nYou can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features: \nFeral Might: You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws. \nResilient Hide: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. While you are not wearing heavy armor, you gain a + 1 bonus to your AC. \nPredatory Strikes: Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action. \nYour unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.\nCursed Weakness: Your have vulnerability to damage from silvered weapons. \nBloodlust: At the start of your turn, if you've taken any damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10, or half of the total damage you've taken from attacks since your last turn, whichever number is higher. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn. \nIf you are under an effect that prevents you from concentrating (like the Barbarian's rage feature), you automatically fail this saving throw.", :level 3, :name "Hybrid Transformation"} {:description "At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. \nIn addition, your hybrid form gains the Improved Predatory Strikes feature. \nImproved Predatory Strikes: When you have an active rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", :level 7, :name "Stalker's Prowess"} {:description "Starting at 11th level, you learn to unleash and control more of the beast within. You can now transform into your hybrid form as a bonus action, and your hybrid transformation now lasts for up to 30 minutes. \nIn addition, your hybrid form gains the Lycan Regeneration and Beastly Precision features. \nLyman Regeneration: At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.\nBeastly Precision: You gain a bonus to melee attack rolls made with your unarmed strikes equal to half of your proficiency bonus (rounded down). ", :level 11, :name "Advanced Transformation"} {:description "Beginning at 15th level, you've honed your willpower to better resist the violent urges of your lycanthropic curse. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage.\nIn addition, your hybrid form gains the Pack Hunter feature. \nPack Hunter: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.", :level 15, :name "Iron Volition"} {:description "At 18th level, you have wrestled your inner predator and mastered it. You can now use your hybrid transformation feature three times between rests. \nYou also gain the Blood Curse of the Howl for your blood malediction feature. This does not count against your blood curses known.\nBlood Curse of the Howl: As an action, you howl at any number of creatures within 30 feet, chilling their blood and stunning them with fear. Any of the target creatures that can hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus+ your Wisdom modifier) or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned until the end of your next turn instead. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours. \nAmplify. This curse can target any number of creatures within 60 feet of you.", :level 18, :name "Hybrid Transformation Mastery"}]}, :order-of-the-mutant {:class :blood-hunter, :key :order-of-the-mutant, :level-modifiers [], :level-selections [{:level 3, :num 3, :type :mutagens-for-order-of-the-mutant} {:level 7, :type :mutagens-for-order-of-the-mutant} {:level 11, :type :mutagens-for-order-of-the-mutant} {:level 15, :type :mutagens-for-order-of-the-mutant} {:level 18, :type :mutagens-for-order-of-the-mutant}], :name "Order of the Mutant", :option-pack "Matt Mercer's Blood Hunter class for D&D 5e", :traits [{:description "You begin lo uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities. \nBeginning at 3rd level, you choose to learn three mutagen formulas. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level. \nAdditionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with another mutagen formula.", :level 3, :name "Formulas"} {:description "At 3rd level, you can take a short rest to concoct a single mutagen. Consuming a single mutagen requires a bonus action, and the effects (including side effects) last until you complete a short or long rest to meditate and flush the toxins from your system. \nMutagens are designed for your biology. They have no effect on large or larger creatures, and only impart the side effects on other medium or smaller creatures that drink the entire mutagen. They are also unstable by nature, losing their potency over time and becoming inert if not swallowed before you finish your next short or long rest. \nYour body will begin to better utilize the toxins you instill it with as you grow in power and experience. These advancing mutations may be signified by a Mutation score.\nMutation Score = your blood hunter level divided by 4, rounded up", :level 3, :name "Mutagen Craft"} {:description "Upon reaching 7th level, when you take a short rest to concoct a mutagen, you can now create two. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe. \nOnce you reach 15th level, you can now create three mutagens during a short rest.", :level 7, :name "Advanced Mutagen Craft"} {:description "Beginning at 11th level, you can use a bonus action to instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. You can choose to ignore the side effect of a mutagen affecting you for 1 minute. \nOnce you use this feature, you must finish a short or long rest before you can use it again. ", :level 11, :name "Strange Metabolism"} {:description "At 15th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.", :level 15, :name "Robust Physiology"} {:description "At 18th level, your body has begun producing one of your toxins naturally. Choose one of your known mutagen formulas. You gain the benefits and side effects of this mutagen permanently, at all times. You cannot change this choice of formula after this feature is acquired. ", :level 18, :name "Exalted Mutation"}]}}}, "Plane Shift - Ixalan - (NineArtsDragon#3773)" {:orcpub.dnd.e5/feats {:vampiric-exultation {:ability-increases #{}, :description "As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can’t use it again until you finish a short or long rest.", :key :vampiric-exultation, :name "Vampiric Exultation", :option-pack "Plane Shift: Ixalan", :path-prereqs {:race {:vampire-ixalan- true}}, :prereqs #{}}}, :orcpub.dnd.e5/languages {:giant-owl {:description "Language of Giant Owls.", :key :giant-owl, :name "Giant Owl", :option-pack "Plane Shift: Ixalan"}, :siren {:description "Language of the Sirens.", :key :siren, :name "Siren", :option-pack "Plane Shift: Ixalan"}}, :orcpub.dnd.e5/monsters {:chupacabra {:description "Indescribable creatures of nightmare lurk in the ruins\nand dark places of Ixalan. Many are thought to be the\ncorrupted remnants of the life energy and brilliant light\nleft behind in places the Sun Empire has abandoned.\nSuch creatures include a monster that lurks in the darkness\nof the jungle and feeds on the blood of mammals\nand dinosaurs, called the chupacabra. It is stealthy and\nelusive, known more by the blood-drained prey it leaves\nbehind than by actual physical sightings.", :key :chupacabra, :int 6, :speed "30 ft.", :name "Chupacabra", :alignment "neutral evil", :cha 9, :hit-points {:die 8, :die-count 6, :modifier 18}, :type :monstrosity, :size :medium, :option-pack "Plane Shift: Ixalan", :armor-class 14, :skills {:perception 3, :stealth 4}, :str 15, :challenge 3, :con 16, :dex 14, :wis 13, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "darkvision 120 ft., passive Perception 13", :name "Senses"} {:description "While in sunlight, the chupacabra has\ndisadvantage on attack rolls, as well as on Wisdom (Perception)\nchecks that rely on sight.", :name "Sunlight Sensitivity"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7\n(2d4 + 2) piercing damage. If the target is a creature, it must succeed\non a DC 13 Strength saving throw or be knocked prone.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature\nthat is prone, incapacitated, or restrained. Hit: 5 (1d6 + 2) necrotic\ndamage. Additionally, the target’s hit point maximum is reduced by\nan amount equal to the damage taken, and the chupacabra regains\nhit points equal to that amount. The reduction lasts until the target\nfinishes a long rest. The target dies if this effect reduces its hit point\nmaximum to 0.", :name "Drain Blood", :type :action} {:description " If a creature within 5 feet of the chupacabra stands up, the\nchupacabra can use its reaction to make a bite attack.", :name "Pin"}]}, :nezahal-primal-tide {:description "The opening of Orazca, the golden city—which marks\nthe turn between the Ixalan set and Rivals of Ixalan—\nreveals the existence of six huge and ancient elder dinosaurs,\napparently preserved for centuries. Compared\nto their smaller cousins, they have less brightly-colored\nplumage and more grayish scales, but their feathers are\na bright gold that matches the city around them. They\nare strong-willed and ferocious, and thus are hard to\ncontrol. But the power of the Immortal Sun gives the\nSun Empire warriors who wield it the ability to bring\nthese elder dinosaurs under their command.", :legendary-actions {:description "The elder dinosaur can take 3 legendary actions, choosing from\nthe options below. Only one legendary action option can be used\nat a time and only at the end of another creature’s turn. The elder\ndinosaur regains spent legendary actions at the start of its turn."}, :key :nezahal-primal-tide, :int 3, :speed "20 ft., swim 60 ft.", :name "Nezahal, Primal Tide", :alignment "unaligned", :cha 11, :hit-points {:die 20, :die-count 33, :modifier 330}, :type :monstrosity, :size :gargantuan, :option-pack "Plane Shift: Ixalan", :armor-class 24, :str 30, :saving-throws {:cha 9, :int 5, :wis 9}, :challenge 30, :con 30, :dex 11, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:bludgeoning true, :fire true, :piercing true, :poison true, :slashing true}}, :traits [{:description "blindsight 120 ft., passive Perception 10", :name "Senses"} {:description "If the elder dinosaur fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/day)"} {:description "The elder dinosaur deals double damage to objects and structures.", :name "Siege Monster"} {:description "The elder dinosaur has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "Each creature of the elder dinosaur’s choice\nwithin 120 feet of it and aware of it must succeed on a DC 17\nWisdom saving throw or become frightened for 1 minute. A creature\ncan repeat the saving throw at the end of each of its turns, with\ndisadvantage if the elder dinosaur is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful\nor the effect ends for it, the creature is immune to the elder\ndinosaur’s Frightful Presence for the next 24 hours.", :name "Frightful Presence", :type :action} {:description "The elder dinosaur makes one bite attack against a Large or\nsmaller creature it is grappling. If the attack hits, that creature takes\nthe bite’s damage, the target is swallowed, and the grapple ends.\nWhile swallowed, the creature is blinded and restrained, it has total\ncover against attacks and other effects outside the elder dinosaur,\nand it takes 56 (16d6) acid damage at the start of each of the elder\ndinosaur’s turns.\nIf the elder dinosaur takes 60 damage or more on a single turn\nfrom a creature inside it, it must succeed on a DC 20 Constitution\nsaving throw at the end of that turn or regurgitate all swallowed\ncreatures, which fall prone in a space within 10 feet of it. If the elder\ndinosaur dies, a swallowed creature is no longer restrained by it\nand can escape from the corpse by using 20 feet of movement,\nexiting prone.", :name "Swallow", :type :action} {:description "The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.", :name "Attack", :type :legendary-action} {:description "The elder dinosaur moves up to half its speed.", :name "Move", :type :legendary-action} {:description "The elder dinosaur makes one bite attack or uses its Swallow.", :name "Chomp (Costs 2 Actions)", :type :legendary-action} {:description "The elder dinosaur can hold its breath for 4 hours.", :name "Hold Breath"} {:description "The elder dinosaur can use its Frightful Presence. It\nthen makes five attacks: one with its bite and four with its flippers.\nNo two flipper attacks can target the same creature. It can use its\nSwallow instead of its bite.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36\n(4d12 + 10) piercing damage. If the target is a creature, it is grappled\n(escape DC 20). Until this grapple ends, the target is restrained, and\nthe elder dinosaur can’t bite another target.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit:\n28 (4d8 + 10) bludgeoning damage.", :name "Flipper", :type :action}]}, :elder-dinosaur {:description "The opening of Orazca, the golden city—which marks\nthe turn between the Ixalan set and Rivals of Ixalan—\nreveals the existence of six huge and ancient elder dinosaurs,\napparently preserved for centuries. Compared\nto their smaller cousins, they have less brightly-colored\nplumage and more grayish scales, but their feathers are\na bright gold that matches the city around them. They\nare strong-willed and ferocious, and thus are hard to\ncontrol. But the power of the Immortal Sun gives the\nSun Empire warriors who wield it the ability to bring\nthese elder dinosaurs under their command.", :legendary-actions {:description "The elder dinosaur can take 3 legendary actions, choosing from\nthe options below. Only one legendary action option can be used\nat a time and only at the end of another creature’s turn. The elder\ndinosaur regains spent legendary actions at the start of its turn."}, :key :elder-dinosaur, :int 3, :speed "40 ft.", :name "Elder Dinosaur", :alignment "unaligned", :cha 11, :hit-points {:die 20, :die-count 33, :modifier 330}, :type :monstrosity, :size :gargantuan, :option-pack "Plane Shift: Ixalan", :armor-class 24, :str 30, :saving-throws {:cha 9, :int 5, :wis 9}, :challenge 30, :con 30, :dex 11, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:bludgeoning true, :fire true, :piercing true, :poison true, :slashing true}}, :traits [{:description "blindsight 120 ft., passive Perception 10", :name "Senses"} {:description "If the elder dinosaur fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/day)"} {:description "The elder dinosaur deals double damage to objects and structures.", :name "Siege Monster"} {:description "The elder dinosaur has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "Each creature of the elder dinosaur’s choice\nwithin 120 feet of it and aware of it must succeed on a DC 17\nWisdom saving throw or become frightened for 1 minute. A creature\ncan repeat the saving throw at the end of each of its turns, with\ndisadvantage if the elder dinosaur is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful\nor the effect ends for it, the creature is immune to the elder\ndinosaur’s Frightful Presence for the next 24 hours.", :name "Frightful Presence", :type :action} {:description "The elder dinosaur makes one bite attack against a Large or\nsmaller creature it is grappling. If the attack hits, that creature takes\nthe bite’s damage, the target is swallowed, and the grapple ends.\nWhile swallowed, the creature is blinded and restrained, it has total\ncover against attacks and other effects outside the elder dinosaur,\nand it takes 56 (16d6) acid damage at the start of each of the elder\ndinosaur’s turns.\nIf the elder dinosaur takes 60 damage or more on a single turn\nfrom a creature inside it, it must succeed on a DC 20 Constitution\nsaving throw at the end of that turn or regurgitate all swallowed\ncreatures, which fall prone in a space within 10 feet of it. If the elder\ndinosaur dies, a swallowed creature is no longer restrained by it\nand can escape from the corpse by using 20 feet of movement,\nexiting prone.", :name "Swallow", :type :action} {:description "The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.", :name "Attack", :type :legendary-action} {:description "The elder dinosaur moves up to half its speed.", :name "Move", :type :legendary-action} {:description "The elder dinosaur makes one bite attack or uses its Swallow.", :name "Chomp (Costs 2 Actions)", :type :legendary-action}]}, :gishath-suns-avatar {:legendary-actions {:description "Gishath can take 3 legendary actions, choosing from the options\nbelow. Only one legendary action option can be used at a time and\nonly at the end of another creature’s turn. Gishath regains spent\nlegendary actions at the start of its turn"}, :key :gishath-suns-avatar, :int 12, :speed "40 ft.", :name "Gishath, Sun's Avatar", :alignment "unaligned", :cha 6, :hit-points {:die 20, :die-count 14, :modifier 56}, :type :beast, :size :gargantuan, :option-pack "Plane Shift: Ixalan", :armor-class 16, :skills {:perception 7}, :str 24, :saving-throws {:cha 2, :con 8, :dex nil, :str 11, :wis 7}, :challenge 10, :con 18, :dex 12, :wis 16, :traits [{:description "If Gishath fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/day)"} {:description "Gishath makes two attacks: one with its bite and one with its stomp or tail. It can't make both attacks against the same target.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit:\n39 (5d12 + 7) piercing damage. If the target is a Large or smaller\ncreature, it must succeed on a DC 19 Dexterity saving throw or it\nis grappled (escape DC 19). Until this grapple ends, the target is restrained, and Gishath can't bite another target.", :name "Bite", :type :action} {:description "Gishath makes one bite attack against a Large or smaller\ncreature it is grappling. If the attack hits, that creature takes the bite’s\ndamage and is swallowed, and the grapple ends. While swallowed,\nthe creature is blinded and restrained, it has total cover against\nattacks and other effects outside Gishath, and it takes 21 (6d6) acid\ndamage at the start of each of Gishath’s turns.\nIf Gishath takes 30 damage or more on a single turn from a\ncreature inside it, it must succeed on a DC 18 Constitution saving\nthrow at the end of that turn or regurgitate all swallowed creatures,\nwhich fall prone in a space within 10 feet of it. If Gishath dies, a\nswallowed creature is no longer restrained by it and can escape from\nthe corpse by using 20 feet of movement, exiting prone.", :name "Swallow", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:\n29 (5d8 + 7) bludgeoning damage, and the target must succeed on a\nDC 19 Strength saving throw or be knocked prone.\n", :name "Stomp", :type :action} {:description "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 25\n(4d8 + 7) bludgeoning damage.", :name "Tail"} {:description "Gishath makes one stomp or tail attack.", :name "Attack", :type :legendary-action} {:description "Each creature that is within 120 feet of\nGishath and can hear it must succeed on a DC 19 Wisdom saving\nthrow or become frightened for 1 minute. A creature can repeat the\nsaving throw at the end of each of its turns, ending the effect on\nitself on a success. If a creature’s saving throw is successful or the\neffect ends for it, the creature is immune to Gishath’s Roar for the\nnext 24 hours.", :name "Roar (Costs 2 Actions)", :type :legendary-action}]}, :zetalpa-primal-dawn {:description "The opening of Orazca, the golden city—which marks\nthe turn between the Ixalan set and Rivals of Ixalan—\nreveals the existence of six huge and ancient elder dinosaurs,\napparently preserved for centuries. Compared\nto their smaller cousins, they have less brightly-colored\nplumage and more grayish scales, but their feathers are\na bright gold that matches the city around them. They\nare strong-willed and ferocious, and thus are hard to\ncontrol. But the power of the Immortal Sun gives the\nSun Empire warriors who wield it the ability to bring\nthese elder dinosaurs under their command.", :legendary-actions {:description "The elder dinosaur can take 3 legendary actions, choosing from\nthe options below. Only one legendary action option can be used\nat a time and only at the end of another creature’s turn. The elder\ndinosaur regains spent legendary actions at the start of its turn."}, :key :zetalpa-primal-dawn, :int 3, :speed "20 ft., fly 60 ft.", :name "Zetalpa, Primal Dawn", :alignment "unaligned", :cha 11, :hit-points {:die 20, :die-count 33, :modifier 330}, :type :monstrosity, :size :gargantuan, :option-pack "Plane Shift: Ixalan", :armor-class 24, :str 30, :saving-throws {:cha 9, :int 5, :wis 9}, :challenge 30, :con 30, :dex 11, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:bludgeoning true, :fire true, :piercing true, :poison true, :slashing true}, :damage-resistance {:radiant true}}, :traits [{:description "blindsight 120 ft., passive Perception 10", :name "Senses"} {:description "If the elder dinosaur fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/day)"} {:description "The elder dinosaur deals double damage to objects and structures.", :name "Siege Monster"} {:description "The elder dinosaur has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "Each creature of the elder dinosaur’s choice\nwithin 120 feet of it and aware of it must succeed on a DC 17\nWisdom saving throw or become frightened for 1 minute. A creature\ncan repeat the saving throw at the end of each of its turns, with\ndisadvantage if the elder dinosaur is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful\nor the effect ends for it, the creature is immune to the elder\ndinosaur’s Frightful Presence for the next 24 hours.", :name "Frightful Presence", :type :action} {:description "The elder dinosaur makes one bite attack against a Large or\nsmaller creature it is grappling. If the attack hits, that creature takes\nthe bite’s damage, the target is swallowed, and the grapple ends.\nWhile swallowed, the creature is blinded and restrained, it has total\ncover against attacks and other effects outside the elder dinosaur,\nand it takes 56 (16d6) acid damage at the start of each of the elder\ndinosaur’s turns.\nIf the elder dinosaur takes 60 damage or more on a single turn\nfrom a creature inside it, it must succeed on a DC 20 Constitution\nsaving throw at the end of that turn or regurgitate all swallowed\ncreatures, which fall prone in a space within 10 feet of it. If the elder\ndinosaur dies, a swallowed creature is no longer restrained by it\nand can escape from the corpse by using 20 feet of movement,\nexiting prone.", :name "Swallow", :type :action} {:description "The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.", :name "Attack", :type :legendary-action} {:description "The elder dinosaur moves up to half its speed.", :name "Move", :type :legendary-action} {:description "The elder dinosaur makes one bite attack or uses its Swallow.", :name "Chomp (Costs 2 Actions)", :type :legendary-action} {:description "The elder dinosaur can use its Frightful Presence. It\nthen makes five attacks: one with its bite, two with its claws, and two\nwith its wings. It can use its Swallow instead of its bite.\n", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36\n(4d12 + 10) piercing damage. If the target is a creature, it is grappled\n(escape DC 20). Until this grapple ends, the target is restrained, and\nthe elder dinosaur can’t bite another target.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit:\n28 (4d8 + 10) slashing damage", :name "Claw", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit:\n28 (4d8 + 10) bludgeoning damage.", :name "Wing", :type :action}]}, :ghalta-primal-hunger {:description "The opening of Orazca, the golden city—which marks\nthe turn between the Ixalan set and Rivals of Ixalan—\nreveals the existence of six huge and ancient elder dinosaurs,\napparently preserved for centuries. Compared\nto their smaller cousins, they have less brightly-colored\nplumage and more grayish scales, but their feathers are\na bright gold that matches the city around them. They\nare strong-willed and ferocious, and thus are hard to\ncontrol. But the power of the Immortal Sun gives the\nSun Empire warriors who wield it the ability to bring\nthese elder dinosaurs under their command.", :legendary-actions {:description "The elder dinosaur can take 3 legendary actions, choosing from\nthe options below. Only one legendary action option can be used\nat a time and only at the end of another creature’s turn. The elder\ndinosaur regains spent legendary actions at the start of its turn."}, :key :ghalta-primal-hunger, :int 3, :speed "40 ft.", :name "Ghalta, Primal Hunger", :alignment "unaligned", :cha 11, :hit-points {:die 20, :die-count 33, :modifier 330}, :type :monstrosity, :size :gargantuan, :option-pack "Plane Shift: Ixalan", :armor-class 24, :str 30, :saving-throws {:cha 9, :int 5, :wis 9}, :challenge 30, :con 30, :dex 11, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:bludgeoning true, :fire true, :piercing true, :poison true, :slashing true}}, :traits [{:description "blindsight 120 ft., passive Perception 10", :name "Senses"} {:description "If the elder dinosaur fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/day)"} {:description "The elder dinosaur deals double damage to objects and structures.", :name "Siege Monster"} {:description "The elder dinosaur has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "Each creature of the elder dinosaur’s choice\nwithin 120 feet of it and aware of it must succeed on a DC 17\nWisdom saving throw or become frightened for 1 minute. A creature\ncan repeat the saving throw at the end of each of its turns, with\ndisadvantage if the elder dinosaur is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful\nor the effect ends for it, the creature is immune to the elder\ndinosaur’s Frightful Presence for the next 24 hours.", :name "Frightful Presence", :type :action} {:description "The elder dinosaur makes one bite attack against a Large or\nsmaller creature it is grappling. If the attack hits, that creature takes\nthe bite’s damage, the target is swallowed, and the grapple ends.\nWhile swallowed, the creature is blinded and restrained, it has total\ncover against attacks and other effects outside the elder dinosaur,\nand it takes 56 (16d6) acid damage at the start of each of the elder\ndinosaur’s turns.\nIf the elder dinosaur takes 60 damage or more on a single turn\nfrom a creature inside it, it must succeed on a DC 20 Constitution\nsaving throw at the end of that turn or regurgitate all swallowed\ncreatures, which fall prone in a space within 10 feet of it. If the elder\ndinosaur dies, a swallowed creature is no longer restrained by it\nand can escape from the corpse by using 20 feet of movement,\nexiting prone.", :name "Swallow", :type :action} {:description "The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.", :name "Attack", :type :legendary-action} {:description "The elder dinosaur moves up to half its speed.", :name "Move", :type :legendary-action} {:description "The elder dinosaur makes one bite attack or uses its Swallow.", :name "Chomp (Costs 2 Actions)", :type :legendary-action} {:description "The elder dinosaur can use its Frightful Presence. It\nthen makes three attacks: one with its bite, one with its stomp, and\none with its tail. It can use its Swallow instead of its bite.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 62\n(8d12 + 10) piercing damage. If the target is a creature, it is grappled\n(escape DC 20). Until this grapple ends, the target is restrained, and\nthe elder dinosaur can’t bite another target.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit:\n46 (8d8 + 10) bludgeoning damage.", :name "Stomp", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 38\n(8d6 + 10) bludgeoning damage. If the target is a creature, it must\nsucceed on a DC 20 Strength saving throw or be knocked prone.", :name "Tail", :type :action}]}, :frilled-death-spitter {:description "The dinosaurs aptly known as deathspitters can spit\nvenom to blind their prey before closing in for the kill.", :key :frilled-death-spitter, :int 4, :speed "40 ft.", :name "Frilled Death Spitter", :alignment "unaligned", :cha 6, :hit-points {:die 6, :die-count 4, :modifier 4}, :type :beast, :size :small, :option-pack "Plane Shift: Ixalan", :armor-class 13, :skills {:perception 3}, :str 12, :saving-throws {:str nil}, :challenge 0.5, :con 13, :dex 16, :wis 12, :traits [{:description "The deathspitter makes three attacks: one with its bite and two with its claws.\n", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6\n(1d6 + 3) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6\n(1d6 + 3) slashing damage.", :name "Claw", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: The target must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw is blinded until the end of the deathspitter’s next turn", :name "Spit Poison", :type :action}]}, :tetzimoc-primal-death {:description "The opening of Orazca, the golden city—which marks\nthe turn between the Ixalan set and Rivals of Ixalan—\nreveals the existence of six huge and ancient elder dinosaurs,\napparently preserved for centuries. Compared\nto their smaller cousins, they have less brightly-colored\nplumage and more grayish scales, but their feathers are\na bright gold that matches the city around them. They\nare strong-willed and ferocious, and thus are hard to\ncontrol. But the power of the Immortal Sun gives the\nSun Empire warriors who wield it the ability to bring\nthese elder dinosaurs under their command.", :legendary-actions {:description "The elder dinosaur can take 3 legendary actions, choosing from\nthe options below. Only one legendary action option can be used\nat a time and only at the end of another creature’s turn. The elder\ndinosaur regains spent legendary actions at the start of its turn."}, :key :tetzimoc-primal-death, :int 3, :speed "40 ft.", :name "Tetzimoc, Primal Death", :alignment "unaligned", :cha 11, :hit-points {:die 20, :die-count 33, :modifier 330}, :type :monstrosity, :size :gargantuan, :option-pack "Plane Shift: Ixalan", :armor-class 24, :str 30, :saving-throws {:cha 9, :int 5, :wis 9}, :challenge 30, :con 30, :dex 11, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:bludgeoning true, :fire true, :piercing true, :poison true, :slashing true}}, :traits [{:description "blindsight 120 ft., passive Perception 10", :name "Senses"} {:description "If the elder dinosaur fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/day)"} {:description "The elder dinosaur deals double damage to objects and structures.", :name "Siege Monster"} {:description "The elder dinosaur has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "Each creature of the elder dinosaur’s choice\nwithin 120 feet of it and aware of it must succeed on a DC 17\nWisdom saving throw or become frightened for 1 minute. A creature\ncan repeat the saving throw at the end of each of its turns, with\ndisadvantage if the elder dinosaur is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful\nor the effect ends for it, the creature is immune to the elder\ndinosaur’s Frightful Presence for the next 24 hours.", :name "Frightful Presence", :type :action} {:description "The elder dinosaur makes one bite attack against a Large or\nsmaller creature it is grappling. If the attack hits, that creature takes\nthe bite’s damage, the target is swallowed, and the grapple ends.\nWhile swallowed, the creature is blinded and restrained, it has total\ncover against attacks and other effects outside the elder dinosaur,\nand it takes 56 (16d6) acid damage at the start of each of the elder\ndinosaur’s turns.\nIf the elder dinosaur takes 60 damage or more on a single turn\nfrom a creature inside it, it must succeed on a DC 20 Constitution\nsaving throw at the end of that turn or regurgitate all swallowed\ncreatures, which fall prone in a space within 10 feet of it. If the elder\ndinosaur dies, a swallowed creature is no longer restrained by it\nand can escape from the corpse by using 20 feet of movement,\nexiting prone.", :name "Swallow", :type :action} {:description "The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.", :name "Attack", :type :legendary-action} {:description "The elder dinosaur moves up to half its speed.", :name "Move", :type :legendary-action} {:description "The elder dinosaur makes one bite attack or uses its Swallow.", :name "Chomp (Costs 2 Actions)", :type :legendary-action} {:description "The elder dinosaur is covered in an armored\ncarapace bristling with thick, sharp spines. Any creature that hits or\nmisses Tetzimoc with a melee attack takes 7 (2d6) piercing damage", :name "Spiny Carapace", :type :Other} {:description "The elder dinosaur has forty tail spikes. Used\nspikes regrow when the elder dinosaur finishes a long rest.", :name "Tail Spike Regrowth"} {:description "The elder dinosaur can use its Frightful Presence. It\nthen makes five attacks: one with its bite, two with its claws, one with\nits horns, and one with its tail. It can use its tail spikes in place of any\nor all of those attacks, and it can use its Swallow instead of its bite.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36\n(4d12 + 10) piercing damage. If the target is a creature, it is grappled\n(escape DC 20). Until this grapple ends, the target is restrained, and\nthe elder dinosaur can’t bite another target.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit:\n28 (4d8 + 10) slashing damage.", :name "Claw", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit:\n32 (4d10 + 10) piercing damage.", :name "Horns", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit:\n24 (4d6 + 10) piercing damage. If the target is a creature, it must\nsucceed on a DC 20 Strength saving throw or be knocked prone.", :name "Tail", :type :action} {:description "Ranged Weapon Attack: +9 to hit, range 100/300 ft., two\ntargets. Hit: 7 (2d6) piercing damage.\n", :name "Tail Spikes", :type :action}]}, :sunbird {:description "The people of the Sun Empire revere certain dinosaurs\nas incarnations of the Threefold Sun. But the fiery phoenixes,\nalso called sunbirds, are thought to be messengers\nof Tilonalli, embodying the destructive aspect of\nthe sun but also the rebirth that follows. Legends hold\nthat somewhere within the mountains sleeps Xuatl—a\nscaled bird formed from the sun’s fire. Xuatl molts its\nskin and feathers during the summer months, often setting\nthe trees and slopes ablaze. ", :key :sunbird, :int 13, :speed "20 ft., fly 120 ft.", :name "Sunbird", :alignment "unaligned", :cha 15, :hit-points {:die 20, :die-count 18, :modifier 90}, :type :monstrosity, :size :gargantuan, :option-pack "Plane Shift: Ixalan", :armor-class 17, :skills {:perception 7}, :str 28, :saving-throws {:cha 7, :con 10, :dex 5, :wis 7}, :challenge 13, :con 20, :dex 10, :wis 14, :props {:damage-immunity {:fire true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true, :giant-owl true}}, :traits [{:description "darkvision 120 ft., passive Perception 17", :name "Senses"} {:description "When the sunbird dies, it explodes, and each creature\nwithin 30 feet of it must make a DC 18 Dexterity saving throw, taking\n42 (12d6) fire damage on a failed save, or half as much damage on a\nsuccessful one. The explosion ignites flammable objects in that area\nFavorable Winds Shreya Shetty\nthat aren’t being worn or carried. The sunbird’s body turns to ash,\nbut an egg is left where the sunbird was.", :name "Death Throes"} {:description "At the start of each of the sunbird’s turns, each creature\nwithin 5 feet of it takes 11 (2d10) fire damage, and flammable objects\nin the area that aren’t being worn or carried ignite. A creature that\ntouches the sunbird or hits it with a melee attack while within 5 feet\nof it takes 11 (2d10) fire damage. The aura also sheds bright light in a\n60-foot radius and dim light for an additional 60 feet.", :name "Fire Aura"} {:description "The sunbird doesn’t provoke opportunity attacks when it flies\nout of an enemy’s reach.\n", :name "Flyby"} {:description "The sunbird has advantage on Wisdom\n(Perception) checks that rely on hearing or sight.", :name "Keen Hearing and Sight"} {:description "The sunbird makes two talon attacks.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit:\n16 (2d6 + 9) slashing damage plus 14 (4d6) fire damage, and the\ntarget is grappled (escape DC 18). Until this grapple ends, the target\nis restrained, and the sunbird can’t attack another target with that\ntalon. A grappled creature takes 11 (2d10) fire damage at the start of\neach of the sunbird’s turns.", :name "Talon", :type :action}]}, :etali-primal-storm {:description "The opening of Orazca, the golden city—which marks\nthe turn between the Ixalan set and Rivals of Ixalan—\nreveals the existence of six huge and ancient elder dinosaurs,\napparently preserved for centuries. Compared\nto their smaller cousins, they have less brightly-colored\nplumage and more grayish scales, but their feathers are\na bright gold that matches the city around them. They\nare strong-willed and ferocious, and thus are hard to\ncontrol. But the power of the Immortal Sun gives the\nSun Empire warriors who wield it the ability to bring\nthese elder dinosaurs under their command.", :legendary-actions {:description "The elder dinosaur can take 3 legendary actions, choosing from\nthe options below. Only one legendary action option can be used\nat a time and only at the end of another creature’s turn. The elder\ndinosaur regains spent legendary actions at the start of its turn."}, :key :etali-primal-storm, :int 3, :speed "40 ft.", :name "Etali, Primal Storm", :alignment "unaligned", :cha 11, :hit-points {:die 20, :die-count 33, :modifier 330}, :type :monstrosity, :size :gargantuan, :option-pack "Plane Shift: Ixalan", :armor-class 24, :str 30, :saving-throws {:cha 9, :int 5, :wis 9}, :challenge 30, :con 30, :dex 11, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:bludgeoning true, :fire true, :piercing true, :poison true, :slashing true}}, :traits [{:description "blindsight 120 ft., passive Perception 10", :name "Senses"} {:description "If the elder dinosaur fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/day)"} {:description "The elder dinosaur deals double damage to objects and structures.", :name "Siege Monster"} {:description "The elder dinosaur has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "Each creature of the elder dinosaur’s choice\nwithin 120 feet of it and aware of it must succeed on a DC 17\nWisdom saving throw or become frightened for 1 minute. A creature\ncan repeat the saving throw at the end of each of its turns, with\ndisadvantage if the elder dinosaur is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful\nor the effect ends for it, the creature is immune to the elder\ndinosaur’s Frightful Presence for the next 24 hours.", :name "Frightful Presence", :type :action} {:description "The elder dinosaur makes one bite attack against a Large or\nsmaller creature it is grappling. If the attack hits, that creature takes\nthe bite’s damage, the target is swallowed, and the grapple ends.\nWhile swallowed, the creature is blinded and restrained, it has total\ncover against attacks and other effects outside the elder dinosaur,\nand it takes 56 (16d6) acid damage at the start of each of the elder\ndinosaur’s turns.\nIf the elder dinosaur takes 60 damage or more on a single turn\nfrom a creature inside it, it must succeed on a DC 20 Constitution\nsaving throw at the end of that turn or regurgitate all swallowed\ncreatures, which fall prone in a space within 10 feet of it. If the elder\ndinosaur dies, a swallowed creature is no longer restrained by it\nand can escape from the corpse by using 20 feet of movement,\nexiting prone.", :name "Swallow", :type :action} {:description "The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.", :name "Attack", :type :legendary-action} {:description "The elder dinosaur moves up to half its speed.", :name "Move", :type :legendary-action} {:description "The elder dinosaur makes one bite attack or uses its Swallow.", :name "Chomp (Costs 2 Actions)", :type :legendary-action} {:description "The elder dinosaur is always accompanied by a\nraging thunderstorm similar to the effect of a call lightning spell. A\nstorm cloud in the shape of a cylinder that is 10 feet tall with a 60-\nfoot radius instantly forms 100 feet in the air over the elder dinosaur\nwhen it is angered or becomes violent, as long as it is outdoors.\nOn each of its turns, as an action, the elder dinosaur can choose a\npoint it can see within 120 feet of it. A bolt of lightning flashes down\nfrom the cloud to that point. Each creature within 10 feet of that\npoint must make a DC 20 Dexterity saving throw, taking 21 (6d6)\nlightning damage on a failed save, or half as much damage on a\nsuccessful one.", :name "Lightning Storm"} {:description "The elder dinosaur can use its Frightful Presence and\ncall down two lightning strikes from its Lightning Storm. It then\nmakes three attacks: one with its bite and two with its claws.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36\n(4d12 + 10) piercing damage. If the target is a creature, it is grappled\n(escape DC 20). Until this grapple ends, the target is restrained, and\nthe elder dinosaur can’t bite another target.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit:\n28 (4d8 + 10) slashing damage.", :name "Claw", :type :action}]}, :zacama-primal-calamity {:description "The opening of Orazca, the golden city—which marks\nthe turn between the Ixalan set and Rivals of Ixalan—\nreveals the existence of six huge and ancient elder dinosaurs,\napparently preserved for centuries. Compared\nto their smaller cousins, they have less brightly-colored\nplumage and more grayish scales, but their feathers are\na bright gold that matches the city around them. They\nare strong-willed and ferocious, and thus are hard to\ncontrol. But the power of the Immortal Sun gives the\nSun Empire warriors who wield it the ability to bring\nthese elder dinosaurs under their command.", :legendary-actions {:description "The elder dinosaur can take 3 legendary actions, choosing from\nthe options below. Only one legendary action option can be used\nat a time and only at the end of another creature’s turn. The elder\ndinosaur regains spent legendary actions at the start of its turn."}, :key :zacama-primal-calamity, :int 3, :speed "40 ft.", :name "Zacama, Primal Calamity", :alignment "unaligned", :cha 11, :hit-points {:die 20, :die-count 33, :modifier 330}, :type :monstrosity, :size :gargantuan, :option-pack "Plane Shift: Ixalan", :armor-class 24, :str 30, :saving-throws {:cha 9, :int 5, :wis 9}, :challenge 30, :con 30, :dex 11, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:bludgeoning true, :fire true, :piercing true, :poison true, :slashing true}}, :traits [{:description "blindsight 120 ft., passive Perception 10", :name "Senses"} {:description "If the elder dinosaur fails a saving throw, it can choose to succeed instead.", :name "Legendary Resistance (3/day)"} {:description "The elder dinosaur deals double damage to objects and structures.", :name "Siege Monster"} {:description "The elder dinosaur has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "Each creature of the elder dinosaur’s choice\nwithin 120 feet of it and aware of it must succeed on a DC 17\nWisdom saving throw or become frightened for 1 minute. A creature\ncan repeat the saving throw at the end of each of its turns, with\ndisadvantage if the elder dinosaur is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful\nor the effect ends for it, the creature is immune to the elder\ndinosaur’s Frightful Presence for the next 24 hours.", :name "Frightful Presence", :type :action} {:description "The elder dinosaur makes one bite attack against a Large or\nsmaller creature it is grappling. If the attack hits, that creature takes\nthe bite’s damage, the target is swallowed, and the grapple ends.\nWhile swallowed, the creature is blinded and restrained, it has total\ncover against attacks and other effects outside the elder dinosaur,\nand it takes 56 (16d6) acid damage at the start of each of the elder\ndinosaur’s turns.\nIf the elder dinosaur takes 60 damage or more on a single turn\nfrom a creature inside it, it must succeed on a DC 20 Constitution\nsaving throw at the end of that turn or regurgitate all swallowed\ncreatures, which fall prone in a space within 10 feet of it. If the elder\ndinosaur dies, a swallowed creature is no longer restrained by it\nand can escape from the corpse by using 20 feet of movement,\nexiting prone.", :name "Swallow", :type :action} {:description "The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack.", :name "Attack", :type :legendary-action} {:description "The elder dinosaur moves up to half its speed.", :name "Move", :type :legendary-action} {:description "The elder dinosaur makes one bite attack or uses its Swallow.", :name "Chomp (Costs 2 Actions)", :type :legendary-action} {:description "The elder dinosaur can use its Frightful Presence. It\nthen makes five attacks: three with its bite, one with its stomp, and\none with its tail. It can use its Swallow instead of a bite.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36\n(4d12 + 10) piercing damage. If the target is a creature, it is grappled\n(escape DC 20). Until this grapple ends, the target is restrained. If\nthe elder dinosaur has three targets restrained in this way, it can’t\nbite another target.", :name "Bite", :type :action}]}}, :orcpub.dnd.e5/races {:merfolk-ixalan- {:key :merfolk-ixalan-, :speed 30, :name "Merfolk (Ixalan)", :abilities {:orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Plane Shift: Ixalan", :languages #{"Common" "Merfolk"}, :props {:swimming-speed 30}, :traits [{:description "You can breathe air and water.", :name "Amphibious"} {:description "You can speak, read, and write one extra language of your choice.", :name "Languages"}]}, :orc-ixalan- {:key :orc-ixalan-, :speed 30, :name "Orc (Ixalan)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Plane Shift: Ixalan", :languages #{"Common" "Orc"}, :props {:skill-prof {:intimidation true}}, :traits [{:description "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.", :name "Relentless Endurance"} {:description "When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.", :name "Savage Attacks"}]}, :siren {:key :siren, :speed 25, :name "Siren", :spells [{:value {:ability :cha, :key :friends}}], :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Plane Shift: Ixalan", :languages #{"Common" "Siren"}, :props {:flying-speed 30}, :traits [{:name "You can't fly while wearing medium or heavy armor."}]}, :vampire-ixalan- {:key :vampire-ixalan-, :speed 30, :name "Vampire (Ixalan)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 0, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Plane Shift: Ixalan", :languages #{"Common" "Vampire"}, :props {:damage-resistance {:necrotic true}}, :traits [{:description "You can drain blood and life energy from a willing creature, or one that is grappled by\nyou, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null.", :name "Bloodthirst"} {:description "When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minut", :name "Feast of Blood"}]}}, :orcpub.dnd.e5/subraces {:blue {:abilities {:orcpub.dnd.e5.character/int 2, :orcpub.dnd.e5.character/wis 0}, :key :blue, :name "Blue", :option-pack "Plane Shift: Ixalan", :profs {:skill-options {:options {:history true, :nature true}}}, :race :merfolk-ixalan-, :traits [{:description "You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.", :name "Cantrip"}]}, :green {:abilities {:orcpub.dnd.e5.character/wis 2}, :key :green, :name "Green", :option-pack "Plane Shift: Ixalan", :race :merfolk-ixalan-, :traits [{:description "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", :name "Mask of the Wild"} {:description "You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.", :name "Cantrip"}]}}}, "UA - Eladrin and Gith - (NineArtsDragon#3773)" {:orcpub.dnd.e5/languages {:gith {:key :gith, :name "Gith", :option-pack "UA Eladrin & Gith"}}, :orcpub.dnd.e5/races {:gith {:abilities {:orcpub.dnd.e5.character/int 1}, :key :gith, :languages #{"Common" "Gith"}, :name "Gith", :option-pack "UA Eladrin & Gith", :size :medium, :speed 30, :traits []}}, :orcpub.dnd.e5/subraces {:eladrin-cha- {:abilities {:orcpub.dnd.e5.character/int 1}, :key :eladrin-cha-, :name "Eladrin (Cha)", :option-pack "UA Eladrin & Gith", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :elf, :spells [{:value {:ability :int, :key :misty-step, :level 2}}], :traits [{:description "You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.", :name "Fey Step"} {:description "At the end of a short or long rest, you can change what racial cantrip you have access to. You can only have access to a single cantrip at a time.\nSHIFTING SEASONS CANTRIPS: Autumn-Friends; Winter-Chill Touch; Spring-Minor Illusion; Summer-Firebolt", :name "Shifting Seasons"}]}, :eladrin-int- {:abilities {:orcpub.dnd.e5.character/int 1}, :key :eladrin-int-, :name "Eladrin (Int)", :option-pack "UA Eladrin & Gith", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :elf, :spells [{:value {:ability :int, :key :misty-step, :level 2}}], :traits [{:description "You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.", :name "Fey Step"} {:description "At the end of a short or long rest, you can change what racial cantrip you have access to. You can only have access to a single cantrip at a time.\nSHIFTING SEASONS CANTRIPS: Autumn-Friends; Winter-Chill Touch; Spring-Minor Illusion; Summer-Firebolt", :name "Shifting Seasons"}]}, :githyanki {:abilities {:orcpub.dnd.e5.character/str 2}, :key :githyanki, :name "Githyanki", :option-pack "UA Eladrin & Gith", :props {:armor-prof {:light true, :medium true}, :language {:common false, :gith false}}, :race :gith, :spells [{:level 1, :value {:ability :int, :key :mage-hand}} {:level 3, :value {:ability :int, :key :jump, :level 1}} {:level 5, :value {:ability :int, :key :misty-step, :level 2}}], :traits [{:description "You learn one language of your choice, and you are proficient with one skill or tool of\tyour choice. In\tthe\ttimeless city of Tu’narath, githyanki have bountiful time to master odd\tbits of\tknowledge.", :name "Decadent Mastery"}]}, :githzerai {:abilities {:orcpub.dnd.e5.character/wis 2}, :key :githzerai, :name "Githzerai", :option-pack "UA Eladrin & Gith", :race :gith, :spells [{:value {:ability :wis, :key :mage-hand}} {:level 3, :value {:ability :wis, :key :shield, :level 1}} {:level 5, :value {:ability :wis, :key :detect-thoughts, :level 2}}], :traits [{:description "You gain a +1 bonus to\tAC while you aren’t wearing medium or heavy armor and aren’t using a shield.", :name "Monastic Training"}]}}}, "KP - Unlikey Heroes - Races Subs Bkgds - (NineArtsDragon#3773)" {:orcpub.dnd.e5/backgrounds {:cannibal-headhunter {:equipment {:clothes-traveler-s 1, :cooks-utensils 1, :hunting-trap 1, :pouch 1}, :key :cannibal-headhunter, :name "Cannibal Headhunter", :option-pack "Unlikely Heroes", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:intimidation true, :survival true}, :tool {:cooks-utensils true}}, :traits [{:description "Whether as a funeral rite to honor fallen family and comrades, or as spoils of war or sacred hunts, you ritually consume a portion of slain humanoid bodies. Civilized people view this practice as taboo and horrific, and they are easily unsettled. While this unease can bring unwanted complications within urban or other civilized settings, you gain a measure of power and presence from your devotion that other savage, primitive, or tribal cultures esteem. When you present either your ritual practice or a direct result of it, such as your bone totem, to an intelligent creature with any kind of tribal or savage bent, your power affords you the chance to talk rather than fight. Orcs, gnolls, goblins, and other tribal warlike races might offer you respect and allow you the chance to sway them through talk (and Intimidation) rather than trying to kill you on sight. Additionally, you can engage in your rituals over the course of one day to gain inspiration.", :name "Grim Feast"}], :treasure {:gp 5}}, :guild-artisan-tinker {:equipment {:clothes-traveler-s 1, :pouch 1}, :key :guild-artisan-tinker, :name "Guild Artisan: Tinker", :option-pack "Unlikely Heroes", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:insight true, :persuasion true}, :tool-options {:artisans-tool 1}}, :traits [{:description "Your experience fixing odds and ends as well as your familiarity with a wide variety of tools grants you the ability to make quick repairs on damaged equipment. You can spend two hours during a long rest or downtime working on a damaged object using tinker’s tools. Once you’ve finished, anyone using the object for its intended purpose can ignore any penalties that arise from damage to the object. These repairs are temporary and last a number of days equal to your Intelligence modifier (minimum of 1). You can repair the item again after the first repairs wear off, but each additional time you jury rig the object reduces the number of days the repairs last by 1. Eventually the object must be replaced or professionally repaired by a skilled craftsman with the appropriate tools. Additionally, you can jury rig minor mechanical objects such as locks or simple traps. It takes two hours of work with tinker’s tools, and you need access to a supply of materials. Any such object you create is of fair quality at best and doesn’t last forever. A jury rigged object functions for a number of days equal to your Intelligence modifier (minimum of 1) before it jams, falls apart, or otherwise ceases to function. \nTinkers are welcomed in rustic communities. You can trade work for food and lodging by doing odd jobs and minor repairs for people.", :name "Jury Rig"}], :treasure {:gp 15}}, :prophet {:equipment {:clothes-common 1, :holy-symbol 1}, :key :prophet, :name "Prophet", :option-pack "Unlikely Heroes", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:persuasion true, :religion true}, :tool {:calligraphers-supplies true, :painters-supplies true}, :tool-options {:artisans-tool 1}}, :traits [{:description "People who hear and accept your words are moved to action. Such individuals will lend aid and offer their services toward your cause, whether that involves building a new temple, clearing storm damage, or feeding the hungry. They won’t take undue risk, however. Temples and other religious organizations commonly accept prophets of their faith, but noble houses, merchants, trade guilds, and any other organization might share their resources. Additionally, you can secure audiences with powerful individuals or invitations to events that normally exist above your station. From those who fear or oppose your vision you can expect social hostility, though some might fear to act directly against you.", :name "Words from On High"}], :treasure {:gp 5}}, :scavenger {:equipment {:clothes-common 1}, :key :scavenger, :name "Scavenger", :option-pack "Unlikely Heroes", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:investigation true, :perception true}, :tool {:thieves-tools true}}, :traits [{:description "You have an extraordinary knack for locating castoff but still useful material. When in a settlement, you can spend 1d3 hours searching junk piles, dumps, alleys, and abandoned buildings. After this time you discover some piece of useful equipment (generally nothing more valuable than 2 gp), enough food to feed yourself for a day, or a small quantity of raw materials. These materials are obviously used, old, or flawed in some way, but they are sturdy enough for use in crafting or building. Depending on the complexity or size of your project, you might have to spend multiple attempts to gather enough material. The resulting product using these materials always shows some sign of the material’s secondhand origin, even though it may be fully functional. You can use the items located with this feature, you can’t sell them due to their heavily worn nature.\nYou also know who to ask to locate rare or exotic items. Given enough time, you can locate a place to purchase or sell strange objects or materials.", :name "Finders Keepers"}], :treasure {:gp 10}}, :seer {:equipment {:clothes-common 1}, :key :seer, :name "Seer", :option-pack "Unlikely Heroes", :profs {:language-options {:choose 1, :options {:any true}}, :skill {:arcana true, :perception true}, :tool-options {:gaming-set 1}}, :traits [{:description "Using a minor method of divination, you are able to see glimpses of a target’s future. You must spend one hour in conversation with the subject and consultation with your divination method. At the end of this time you can offer insight into the subject’s possible future. These details are always vague, but the reading affords you the chance to gain insight into your subject and possibly enter their good graces. After giving a reading, you can expect a client to be more relaxed and willing to favorably consider any proposal you make (treat them as one category more favorable for purposes of social interaction, DMG p. 244). Additionally, you can receive minor favors or consideration from past subjects in a variety of locations. Assume you can find at least one friendly contact in a city that you have spent at least some time in the past.", :name "Glimpse of Fortune"}], :treasure {:gp 5}}, :urchin-beggar {:equipment {:clothes-common 1, :knife-small 1, :pouch 1}, :key :urchin-beggar, :name "Urchin: Beggar", :option-pack "Unlikely Heroes", :profs {:skill {:deception true, :persuasion true}, :tool {:disguise-kit true, :thieves-tools true}}, :traits [{:description "Having spent much of your life with no home, money, or real possessions to your name, you learned to stretch a meager amount of money much further than it should normally go. By spending several hours a day seeking out alms from affluent, or at least comfortable citizens, you can maintain a living while within an urban setting. You can maintain a poor lifestyle without spending the required coin. This lifestyle represents earning a few meager coins through begging and spending that money on “bargain” staples.\nAdditionally, you know several places where you can acquire food, lodging, and basic equipment (DMs discretion as to what equipment is available at any given time) for 75% of their normal price. You can’t leverage these sources frequently, and it might be several days or weeks before you can make another discounted purchase.", :name "Anything You Can Spare"}]}}, :orcpub.dnd.e5/races {:derro {:key :derro, :speed 30, :name "Derro", :darkvision 120, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 2}, :size :small, :option-pack "Unlikely Heroes", :languages #{"Common" "Undercommon"}, :traits [{:description "You have advantage on saving throws against being charmed or frightened.", :name "Insanity"} {:description "You have advantage on Constitution saving throws against spells.", :name "Eldritch Resilience"} {:description "You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :dhampir {:key :dhampir, :speed 30, :name "Dhampir", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Unlikely Heroes", :languages #{"Common"}, :props {:damage-resistance {:necrotic true}}, :traits [{:description "You can bite as an unarmed strike against an incapacitated creature or one you have grappled. Your bite deals 1 point of piercing damage, and if the creature has blood and isn’t a construct or undead, you can feed from it as part of the attack. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and if your target takes damage you regain one spent hit die. You can regain a number of spent hit dice with this trait equal to your Constitution modifier per long rest (minimum of 1).", :name "Dark Thirst"} {:description "As an action, you can magically beguile the mind of a creature that you can see within 30 feet. For 1 hour, you have advantage on Charisma checks made against the target. If you or any of your allies attack or damage the target, this effect ends. When the effect ends, the target feels repulsed by you and becomes hostile toward you until the next dawn, during which time it becomes immune to this effect. A hostile creature won’t necessarily attack outright, but it won’t deal with you in any way and might actively try to hinder you. You can use this trait once, and regain the ability to do so when you finish a short or long rest. A creature immune to being charmed is immune to\nyour predatory charm.", :name "Predatory Charm"} {:description "You have advantage on saving throws against disease.", :name "Vampiric Resistance"}]}, :dust-goblin {:key :dust-goblin, :speed 30, :name "Dust Goblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 2}, :size :small, :option-pack "Unlikely Heroes", :languages #{"Common" "Goblin"}, :props {:skill-prof {:stealth true, :survival true}}, :traits [{:description "Advantage on saving throws against being charmed or frightened.", :name "Alien Mind"} {:description "When you attack a creature from hiding, the creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be frightened of you until the end of its next turn.", :name "Twisted"}]}, :jinnborn {:key :jinnborn, :speed 30, :name "Jinnborn", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/dex 0}, :size :medium, :option-pack "Unlikely Heroes", :languages #{"Common" "Primordial"}, :props {:skill-prof {:persuasion true, :stealth false, :survival false}}, :traits [{:description "All jinnborn have an affinity for mystic paths, depending on the jinn patron of their tribe. Choose one of the following siraati: air, earth, fire, or water. Your siraati determines the dialect of Primordial you know.", :name "Siraati"} {:description "For every month you remain away from the desert, you must make a DC 15 Charisma saving throw. On a failed save, you are afflicted with indefinite madness (see Madness; SRD). Roll on the table or work with your DM to determine the nature of your madness.", :name "Desert Dependant"}]}, :kijani {:key :kijani, :speed 30, :name "Kijani", :darkvision 60, :spells [{:level 7, :value {:ability :wis, :key :speak-with-plants, :level 3}}], :abilities {:orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Unlikely Heroes", :profs {:skill-options {:options {:arcana true, :history true, :nature true, :religion true}}}, :languages #{"Common" "Sylvan"}, :props {:skill-prof {:arcana false, :history false, :nature false, :religion false}}, :traits [{:name "One other ability score of your choice increases by 1."} {:name "You are of the plant type."} {:description "While below 50% of your maximum HP, you have access to the the following options:\n• Once per turn when you hit with a weapon attack, you deal an extra 2 (1d4) weapon damage.\n• As a reaction, when you are hit by an attack during your fury, you can add 2 to your AC against that attack. You must be able to see the attacker to take this reaction.", :name "Contained Fury"} {:description "You are immune to any effect that would put you to sleep. You can cast Speak with Plants once per rest.", :name "Plantborn"}]}, :lamia {:key :lamia, :speed 30, :name "Lamia", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Unlikely Heroes", :languages #{"Abyssal" "Common"}, :props {:skill-prof {:deception true, :intimidation true}, :swimming-speed 20}, :traits [{:description "Climb Speed 20ft.", :name "You are of the Monstrosity type."} {:description "You have advantage on attack rolls against a creature you have surprised, or that is charmed by you or your allies.", :name "Serpent Strike"} {:description "You have advantage on saving throws and ability checks against being knocked prone. You can’t benefit from anything that requires legs or feet (such as magical footwear)", :name "Snake Body"}]}, :ramag {:key :ramag, :speed 30, :name "Ramag", :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 2}, :size :medium, :option-pack "Unlikely Heroes", :languages #{"Common" "Giant"}, :props {:skill-prof {:arcana true}}, :traits [{:description "You can ignore class requirements when attuning to a magic item.", :name "Arcane Heritage"} {:description "You have advantage on Strength and Dexterity saving throws against spells.", :name "Spell Damping"}]}, :sahuagin {:key :sahuagin, :speed 30, :name "Sahuagin", :darkvision 120, :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Unlikely Heroes", :languages #{"Common" "Primordial"}, :props {:lizardfolk-ac false, :swimming-speed 40}, :traits [{:description "As a bonus action, you can enter a blood frenzy until the end of your turn. While in blood frenzy you have advantage on melee attack rolls against any creature that doesn’t have all its hit points. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.", :name "Blood Frenzy"} {:description "You can breathe air and water, but you need to be submerged at least once every 4 hours or you begin suffocating.", :name "Limited Amphibiousness"} {:description "Your thick hide grants you an AC of 12 + your Dexterity modifier.", :name "Natural Armor"} {:description "You have proficiency with your claws and bite. Your claws deal 1d4 slashing damage, and your bite deals 1d4 piercing damage.", :name "Natural Attacks"} {:description "You can magically command one shark within 120 feet of you using limited telepathy. This command is limited to simple concepts.", :name "Shark Telepathy"}]}}, :orcpub.dnd.e5/subraces {:shaper {:abilities {:orcpub.dnd.e5.character/str 1}, :key :shaper, :name "Shaper", :option-pack "Unlikely Heroes", :race :jinnborn, :traits [{:description "Once on your turn when you hit with a\nmelee attack, you can deal an additional 1d6 damage of the type corresponding to your siraati (lightning for air, acid for earth, fire for fire, cold for water). You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses after finishing a long rest.", :name "Elemental Strike"} {:description "You have resistance against a type of damage that corresponds to your siraati (lightning for air, acid for earth, fire for fire, cold for water).", :name "Protection of the Jinn"}]}, :speaker {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :speaker, :name "Speaker", :option-pack "Unlikely Heroes", :props {:saving-throw-advantage {:stunned true}}, :race :jinnborn, :traits [{:description "You can call upon your jinn patron to gain advantage on a saving throw or ability check, or to impose disadvantage on an attack roll against you. You must decide to use this ability before the d20 roll. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.", :name "Favor of the Jinn"} {:description "Advantage on saves against extreme environments, and on checks made to navigate the wilderness and avoid losing your way.", :name "Walker"}]}}}, "KP - Deep Magic 13 - Dragon Magic - (joeyhugg6881)" {:orcpub.dnd.e5/feats {:careful-dragon-mask {:ability-increases #{}, :description "Prerequisite: The ability to invoke a dragon mask\nYou’ve mastered the ability to cast spells while wearing your dragon mask. With this feat, you no longer have disadvantage on attack rolls with spells and cantrips, and the targets of your spells don’t have advantage on saving throws, while you’re under the effect of your dragon mask.", :key :careful-dragon-mask, :name "Careful Dragon Mask", :option-pack "KP_Dragon_Magic", :prereqs #{:spellcasting}}, :fortifying-healer {:ability-increases #{}, :description "Your healing magic is augmented by the fortifying magic of resolute bravery. If you target one or more allies with a spell that allows them to regain hit points, those allies are immune to being frightened for a number of rounds = the level of the healing spell. In addition, one ally who healed hit points (your choice) gains inspiration. You must complete a short or long rest before you can grant inspiration again.", :key :fortifying-healer, :name "Fortifying Healer", :option-pack "KP_Dragon_Magic", :prereqs #{:spellcasting}}, :dragonrider-strength- {:ability-increases #{}, :description "You have trained to climb atop an opponent much larger than yourself, giving you an advantage in combat against enormous foes. You gain the following benefits.\n• During your movement, you can try to enter the space of a creature at least two size categories larger than you. To do so, conduct a contest between your Strength (Athletics) or Dexterity (Acrobatics) opposed by the creature’s Dexterity (Acrobatics). If you win, you enter the creature’s space and are considered to be riding it. If you lose, you don’t enter the creature’s space and your movement ends.\n• While you’re riding the creature, if it moves, you move with it. You also have advantage on your first melee attack against the creature on each of your turns.\n• The creature’s attacks against a rider are made with disadvantage.\n• The creature can dislodge you by using an action to conduct a contest between its Dexterity (Acrobatics) and your Dexterity (Acrobatics) or Strength (Athletics), whichever you prefer. If it wins the contest, you are flung off the creature and land on your feet, unharmed, in an adjacent space of your choice.", :key :dragonrider-strength-, :name "Dragonrider (Strength)", :option-pack "KP_Dragon_Magic", :prereqs #{:orcpub.dnd.e5.character/str}}, :fearsome-dragon-mask {:ability-increases #{}, :description "Prerequisite: The ability to invoke a dragon mask\nYou can manipulate the visage of your dragon mask to be a terrifying sight to your foes. Any target struck by your mask’s bite attack must make a successful Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. If you augmented the attack with a spell slot, the frightened condition lasts an additional number of rounds = the level of the expended spell slot.", :key :fearsome-dragon-mask, :name "Fearsome Dragon Mask", :option-pack "KP_Dragon_Magic", :prereqs #{:spellcasting}}, :unthreatening {:ability-increases #{:orcpub.dnd.e5.character/cha}, :description "You’re adept at making yourself seem to be less of a threat than you actually are. You gain the following benefits.\n• Increase your Charisma score by 1, to a maximum of 20.\n• When a creature two or more size categories larger than you targets you with a melee weapon attack, you can use your reaction to make yourself seem pathetic and unthreatening. The creature must redirect its attack against a different target; if no alternative target is within the attacker’s reach or range, it can still attack you. Until the end of your next turn, your next melee or ranged attack against that creature is made with advantage. You must complete a short or long rest before using this ability again.", :key :unthreatening, :name "Unthreatening", :option-pack "KP_Dragon_Magic", :prereqs #{:orcpub.dnd.e5.character/cha}}, :find-the-titans-weakness {:ability-increases #{:orcpub.dnd.e5.character/wis}, :description "You can spot the weaknesses in a foe’s defenses. You gain the following benefits.\n• Increase your Wisdom score by 1, to a maximum of 20.\n• As an action, you analyze the defenses of one Large or larger creature you can see. Your next attack against that creature is made with advantage, and the attack scores a critical hit on a natural roll of 18, 19, or 20.", :key :find-the-titans-weakness, :name "Find The Titan's Weakness", :option-pack "KP_Dragon_Magic", :prereqs #{}}, :dual-dragon-aspect {:ability-increases #{}, :description "Prerequisite: The ability to invoke dragon wings\nYou’ve mastered the difficult ability to wear two different dragon aspects at the same time. When you switch from one aspect to another, the aspect you remove lingers for 1 round, provided its maximum duration hasn’t expired. During this 1 round of overlap, both aspects are visible and you have full access to the benefits and drawbacks of both aspects simultaneously.", :key :dual-dragon-aspect, :name "Dual Dragon Aspect", :option-pack "KP_Dragon_Magic", :prereqs #{:spellcasting}}, :dragonrider-dexterity- {:ability-increases #{}, :description "You have trained to climb atop an opponent much larger than yourself, giving you an advantage in combat against enormous foes. You gain the following benefits.\n• During your movement, you can try to enter the space of a creature at least two size categories larger than you. To do so, conduct a contest between your Strength (Athletics) or Dexterity (Acrobatics) opposed by the creature’s Dexterity (Acrobatics). If you win, you enter the creature’s space and are considered to be riding it. If you lose, you don’t enter the creature’s space and your movement ends.\n• While you’re riding the creature, if it moves, you move with it. You also have advantage on your first melee attack against the creature on each of your turns.\n• The creature’s attacks against a rider are made with disadvantage.\n• The creature can dislodge you by using an action to conduct a contest between its Dexterity (Acrobatics) and your Dexterity (Acrobatics) or Strength (Athletics), whichever you prefer. If it wins the contest, you are flung off the creature and land on your feet, unharmed, in an adjacent space of your choice.", :key :dragonrider-dexterity-, :name "Dragonrider (Dexterity)", :option-pack "KP_Dragon_Magic", :prereqs #{:orcpub.dnd.e5.character/dex}}, :radiant-dragon-heart {:ability-increases #{}, :description "Prerequisite: The ability to invoke a dragon heart\nYou can link radiant power to your dragon heart. In addition to the damage type done by your dragon heart’s breath attack, the damage is also considered radiant. In addition, a creature that fails its saving throw against the breath weapon is also blinded until the end of your next turn.", :key :radiant-dragon-heart, :name "Radiant Dragon Heart", :option-pack "KP_Dragon_Magic", :prereqs #{:spellcasting}}, :dragonsmith {:ability-increases #{}, :description "You have studied the craft of turning components from a dragon’s body into weapons and armor. Working in conjunction with a master weaponsmith or armorsmith, you can create weapons and armor from the teeth, bones, scales, hide, or other parts of a dragon. The cost to create these items is ten times the normal cost of the item. The number and type of items that can be made from a particular dragon’s corpse is up to the GM, but considering how much violence must be inflicted on a dragon to bring it down, the amount of salvageable raw matieral is low; dragons don’t die from superficial damage.\nAny type of melee weapon or bow can be made. The resulting weapon, in the hands of a proficient wielder, does an additional 1d6 damage of a type appropriate to the dragon whose body was used to create the weapon. For example, a blue dragon dagger does 1d4 piercing damage plus 1d6 lightning damage.\nAny type of armor can be made except padded or chain (shirt or mail). The resulting armor or shield, in the panoply of a proficient user, provides resistance to the damage type appropriate to the source dragon. For example, black dragon scale mail gives its wearer resistance to acid damage.", :key :dragonsmith, :name "Dragonsmith", :option-pack "KP_Dragon_Magic", :prereqs #{}}}, :orcpub.dnd.e5/spells {:draconic-smite {:description "The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon momentarily takes on the form of a silver dragon’s head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack’s target must each make a successful Constitution saving throw or take 1d6 cold damage.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage done to the secondary creatures increases by 1d6 for each slot.", :key :draconic-smite, :school "evocation", :name "Draconic Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "KP_Dragon_Magic", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self"}, :phantom-dragon {:description "You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. Upon first seeing this illusion, observers make a Wisdom saving throw to see through it.\nYou can use an action to make the illusionary dragon seem ferocious. Choose one creature within 30 feet of the illusionary dragon to make a Wisdom saving throw. If it fails, the creature is frightened of the “dragon.” The creature remains frightened until is uses an action to make a successful Wisdom saving throw or the spell’s duration expires.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can frighten by 1 per slot level above 3rd.", :key :phantom-dragon, :school "illusion", :name "Phantom Dragon", :duration "Concentration, up to 1 hour", :level 3, :option-pack "KP_Dragon_Magic", :components {:material true, :material-component "a piece of dragon egg shell", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :converse-with-dragon {:description "You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature’s languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.\nThis spell doesn’t change a dragon’s disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon’s attitude toward you.", :key :converse-with-dragon, :school "divination", :name "Converse With Dragon", :duration "Concentration, up to 10 minutes", :level 1, :option-pack "KP_Dragon_Magic", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :scale-rot {:description "You summon death and decay to plague your enemies. One creature of your choosing within 30 feet of you that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature’s Armor Class are made with advantage, and the creature can’t regain hit points through any means. An effected creature can end the effect by using an action to make a successful Constitution saving throw. A successful saving throw ends the effect on that creature and makes the creature immune to further castings of scale rot for 24 hours.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by 1 per slot level above 4th.", :key :scale-rot, :school "necromancy", :name "Scale Rot", :duration "Concentration, up to 1 hour", :level 4, :option-pack "KP_Dragon_Magic", :components {:material true, :material-component "a piece of rotten meat", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :enhance-greed {:description "You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot. \nEnhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes and another 30 feet can be added to its range for each slot level above 2nd.", :key :enhance-greed, :school "divination", :name "Enhance Greed", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "KP_Dragon_Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :detect-dragons {:description "You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn it’s cast unless you have the means to take a second action that turn.", :key :detect-dragons, :school "divination", :name "Detect Dragons", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "KP_Dragon_Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :raid-the-lair {:description "You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions.\n• Attack rolls resulting directly from lair actions are made with disadvantage.\n• Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved.\n• Lair actions occur on an initiative count 10 lower than normal.\nThe caster has advantage on Constitution saving throws to maintain concentration on this spell.", :key :raid-the-lair, :school "abjuration", :name "Raid the Lair", :duration "Concentration, up to 1 hour", :level 4, :option-pack "KP_Dragon_Magic", :components {:material true, :material-component "a piece of the dragon whose lair you are raiding", :somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger true, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :catch-the-breath {:description "You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.\nWhether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.", :key :catch-the-breath, :school "transmutation", :name "Catch The Breath", :duration "Instantaneous", :level 3, :option-pack "KP_Dragon_Magic", :components {:verbal true}, :casting-time "1 reaction", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :lair-sense {:description "You set up a magical boundary around your lair. The boundary can’t exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like—to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature’s type but nothing else about it. You are also aware when creatures leave the area.\nThis awareness is enough to wake you from sleep, and you receive the knowledge as long as you’re on the same plane of existence as your lair.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell’s duration for each slot level above 2nd.", :key :lair-sense, :school "divination", :name "Lair Sense", :duration "24 hours", :level 2, :option-pack "KP_Dragon_Magic", :components {:material true, :material-component "treasure worth at least 500 gp, which is not consumed in casting", :somatic true, :verbal true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "120 feet"}, :legend-killer {:description "You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target creature must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell’s duration. A creature can’t use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature repeats the saving throw at the end of its turn, regaining 1 legendary action on a success. It continues repeating the saving throw until the spell ends or it regains all its legendary actions.", :key :legend-killer, :school "divination", :name "Legend Killer", :duration "Concentration, up to 1 minute", :level 7, :option-pack "KP_Dragon_Magic", :components {:material true, :material-component "a silver scroll describing the spell’s target worth at least 1,000 gp, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :kobolds-fury {:description "Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.", :key :kobolds-fury, :school "transmutation", :name "Kobold's Fury", :duration "1 round", :level 1, :option-pack "KP_Dragon_Magic", :components {:material true, :material-component "a kobold scale", :somatic true, :verbal true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :claws-of-the-earth-dragon {:description "You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn’t fall, and it isn’t knocked prone.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.", :key :claws-of-the-earth-dragon, :school "evocation", :name "Claws of the Earth Dragon", :duration "Instantaneous", :level 5, :option-pack "KP_Dragon_Magic", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :dragon-roar {:description "Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened of you until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours.\nThis spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", :key :dragon-roar, :school "evocation", :name "Dragon Roar", :duration "Instantaneous", :level 0, :option-pack "KP_Dragon_Magic", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :dragon-breath {:description "You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again.\nWhen you cast the spell, choose one of the dragon types listed below. Your choice determines the range and damage of the breath attack for the spell’s duration. \nBlack Dragon: 30-foot line, 5 feet wide, 6d6 acid damage\nBlue Dragon: 30-foot line, 5 feet wide 6d6 lightning damage\nGreen Dragon: 15-foot cone, 6d6 poison damage\nRed Dragon: 15-foot cone, 6d6 fire damage\nWhite Dragon: 15-foot cone, 6d6 cold damage\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.", :key :dragon-breath, :school "evocation", :name "Dragon Breath", :duration "Concentration, up to 1 minute", :level 5, :option-pack "KP_Dragon_Magic", :components {:material true, :material-component "a piece of a dragon's tooth", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (15-foot cone or 30-foot line)"}, :deadly-sting {:description "You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell’s duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.", :key :deadly-sting, :school "transmutation", :name "Deadly Sting", :duration "Concentration, up to 1 minute", :level 8, :option-pack "KP_Dragon_Magic", :components {:material true, :material-component "a thorn", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self"}, :shade {:description "You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as color spray. The spell doesn’t alleviate blindness that’s already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight (such as those caused by sunlight sensitivity), those penalties don’t apply while you’re under the effect of this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.", :key :shade, :school "abjuration", :name "Shade", :duration "Concentration, up to 10 minutes", :level 2, :option-pack "KP_Dragon_Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}}, :orcpub.dnd.e5/subclasses {:dragon-mage {:class :wizard, :key :dragon-mage, :level-modifiers [], :name "Dragon Mage", :option-pack "KP_Dragon_Magic", :traits [{:description "Starting at 2nd level, you can invoke a magical dragon mask. The dragon mask is translucent magical force in the form of a dragon’s head that sits atop your shoulders and surrounds your head. Your face is still visible beneath the mask, which does not hinder your vision. To create the mask, you take a bonus action and expend a spell slot. The mask’s duration = (3 rounds × the level of the spell slot expended). The dragon mask remains until its duration ends, you become incapacitated, or you use a bonus action to dismiss it or replace it with another dragon aspect.\nWhile you wear your dragon mask, you gain the following benefits and drawbacks.\n• You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).\n• You gain a bite attack. As an action, make a melee spell attack against an adjacent target. On a hit, the target takes (1d8 + your Int modifier) piercing damage. This counts as a magical attack for purposes of overcoming a target’s immunity or resistance to piercing damage.\n• You have advantage on Wisdom (Perception) checks and on Charisma (Intimidation) checks.\n• You make ranged and melee spell attacks with disadvantage, and your targets have advantage on their saving throws against your spells.\n• As a bonus action, you can expend an additional spell slot to augment your dragon mask. Your next bite attack is made with advantage and does an additional 1d8 piercing damage per level of the spell slot expended.", :level 2, :name "Invoke Dragon Mask"} {:description "The dragon mage arcane tradition takes a new look at the traditional wizard class, using the spell slot system as a basis for powering magical abilities rather than discrete spells. This arcane tradition sacrifices some of the traditional wizard’s flexibility for a more clearly defined set of powers and abilities that are useful in both close-quarters and long-range combat.\nAs dragon mages increase in level, they learn to invoke “dragon aspects.” At low levels, the dragon mage is able to create only one dragon aspect: the dragon mask. As he or she gains power and experience, the mage learns eventually to manifest up to four different dragon aspects. These aspects appear as a translucent draconic feature superimposed on the wizard’s form. For example, the dragon mask appears as a colorful dragon’s head of wavering energy rising above the wizard’s shoulders, but the mage’s face can still be seen through it. Similarly, the dragon wings aspect manifests as a semi-solid pair of wings sprouting from the dragon mage’s back.\nEach dragon aspect can be manifested by expending a spell slot. Once manifested, the dragon aspect provides benefits to the dragon mage. In addition, additional spell slots can be expended to gain additional benefits.\nNo concentration is required to maintain an aspect, but it can be dispelled the same as a normal spell cast with the same level of spell slot. The dragon mage can end an aspect, or switch from one to another, as a bonus action. Switching requires expending another spell slot to power the new aspect, even if there’s time remaining on the old one.", :name "The Rules Behind the Dragon Mage: Dragon Aspects"} {:description "Starting at 6th level, you can invoke a magical dragon heart—a translucent magical force in the form of a beating heart that covers your chest. To create the dragon heart, you take a bonus action and expend a spell slot. The dragon heart’s duration = (3 rounds × the level of the spell slot expended). The dragon heart remains until its duration ends, you become incapacitated, or you use a bonus action to dismiss it or replace it with another dragon aspect.\nWhile you wear your dragon heart, you gain the following benefits.\n• You gain a bonus to Wisdom and Charisma saving throws equal to your Intelligence modifier (minimum of +1).\n• You gain temporary hit points equal to twice your wizard level. Any remaining temporary hit points are lost when your dragon heart aspect ends.\n• You gain a breath attack. As an action, you can exhale a line of energy 30 feet long and 5 feet wide. Each creature in the line must make a successful Dexterity saving throw or take 3d6 damage. The damage type can be acid, cold, fire, or lightning. You choose the damage type the first time you make a breath attack with this dragon heart, and it can’t be changed until you manifest a new dragon heart.\n• As a bonus action, you can spend an additional spell slot to augment your dragon heart. For each level of the expended spell slot, your next breath weapon attack becomes 10 feet longer and does an additional 2d6 damage.", :level 6, :name "Invoke Dragon Heart"} {:description "Starting at 10th level, you can invoke magical dragon wings of translucent magical force. To create the wings, you take a bonus action and expend a spell slot. The dragon wings’ duration = (2 rounds × the level of the spell slot expended). The dragon wings remain until their duration ends, you become incapacitated, or you use a bonus action to dismiss them or replace them with another dragon aspect. \nWhile you wear your dragon wings, you gain the following benefits.\n• Your speed increases by 10 feet, and you gain a fly speed equal to your walking speed.\n• You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.\n• You have advantage on melee and ranged spell attack rolls.\n• As a bonus action, you can spend an additional spell slot to augment your dragon wings. Until the start of your next turn, your fly speed increases by (5 feet × the level of the spell slot expended). Additionally, you can choose one creature per level of the expended spell slot; until the start of your next turn, ranged attacks against selected creatures are made with disadvantage, if the target is within 10 feet of you.", :level 10, :name "Invoke Dragon Wings"} {:description "Starting at 14th level, you can invoke a magical dragon tail. You use a bonus action and spend a spell slot to invoke the dragon tail, which lasts for 1 round per level of the spent spell slot. The dragon tail remains as long as you are not incapacitated, until the duration ends, or until it is dismissed or replaced with a bonus action. The dragon tail is a translucent magical force, in the form of a 15-foot-long appendage capable of striking with incredible force.\nWhile you wear your dragon tail, you gain the following benefits:\n• You are immune to the grappled condition.\n• You have proficiency on Strength and Dexterity saving throws, and on Strength checks. In addition, you can opt to use your Intelligence modifier instead of your Strength or Dexterity modifier on those saving throws and skill checks.\n• You gain a tail attack. As an action, make a separate melee spell attack against each target within 15 feet of you. Each target that’s hit takes (3d10 + your Int modifier) bludgeoning damage and is pushed 10 feet away from you; it must also make a successful Strength saving throw against your spell save DC or be knocked prone. This attack is considered magical for purposes of overcoming a target’s immunity or resistance to bludgeoning damage.\n• As a reaction, you can make a tail attack against a creature that approaches to within 15 feet of you.\n• As a bonus action, you can expend an additional spell slot to augment your dragon tail. Until the start of your next turn, your dragon tail attack does additional damage = (1d10 × the level of the spell slot expended). In addition, you regain hit points = (3 × the level of the spell slot expended).", :level 14, :name "Invoke Dragon Tail"}]}}}, "DMG+EE Subraces (LunaMoonbringer#2094)" {:orcpub.dnd.e5/subraces {:deep-gnome-ee- {:abilities {:orcpub.dnd.e5.character/dex 1}, :darkvision 120, :key :deep-gnome-ee-, :name "Deep Gnome (EE)", :option-pack "DMG+EE SR", :race :gnome, :traits [{:description "You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", :name "Gnome Cunning"} {:description "You have advantage on Dexterity (stealth) checks to hide in rocky terrain.", :name "Stone Camoflauge"} {:description "You can speak, read, and write Undercommon.", :name "Extra Language"}]}, :eladrin {:abilities {:orcpub.dnd.e5.character/int 1}, :key :eladrin, :name "Eladrin", :option-pack "DMG+EE SR", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :elf, :traits [{:description "You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.", :name "Fey Step"}]}}}, "Dungeon Masters Guide (arandomstringofnum#2919) (1)" {:orcpub.dnd.e5/subclasses {:death-domain {:class :cleric, :cleric-spells {1 {0 :false-life, 1 :ray-of-sickness}, 2 {0 :blindness-deafness, 1 :ray-of-enfeeblement}, 3 {0 :animate-dead, 1 :vampiric-touch}, 4 {0 :blight, 1 :death-ward}, 5 {0 :antilife-shell, 1 :cloudkill}}, :key :death-domain, :level-modifiers [{:type :weapon-prof, :value :martial}], :name "Death Domain", :option-pack "Dungeon Master's Guide", :traits [{:description "At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.", :name "Reaper"} {:description "Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.\nWhen the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.", :level 2, :name "Channel Divinity: Touch of Death"} {:description "Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.", :level 6, :name "Inescapable Destruction"} {:description "At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.\n\n", :level 17, :name "Improved Reaper"}]}, :oathbreaker {:class :paladin, :key :oathbreaker, :level-modifiers [{:level 15, :type :damage-resistance, :value :bludgeoning} {:level 15, :type :damage-resistance, :value :piercing} {:level 15, :type :damage-resistance, :value :slashing}], :name "Oathbreaker", :option-pack "Dungeon Master's Guide", :paladin-spells {1 {0 :hellish-rebuke, 1 :inflict-wounds}, 2 {0 :crown-of-madness, 1 :darkness}, 3 {0 :animate-dead, 1 :bestow-curse}, 4 {0 :blight, 1 :confusion}, 5 {0 :contagion, 1 :dominate-person}}, :traits [{:description "As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.", :level 3, :name "Channel Divinity: Control Undead"} {:description "As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.", :level 3, :name "Channel Divinity: Dreadful Aspect"} {:description "Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.\nAt 18th level, the range of this aura increases to 30 feet.", :level 7, :name "Aura of Hate"} {:description "At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.\nWhile the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.\nAfter activating the aura, the paladin can't do so again until he or she finishes a long rest.", :level 20, :name "Dread Lord"}]}}, :orcpub.dnd.e5/subraces {:eladrin {:abilities {:orcpub.dnd.e5.character/int 1}, :key :eladrin, :name "Eladrin", :option-pack "Dungeon Master's Guide", :props {:weapon-prof {:longbow true, :longsword true, :shortbow true, :shortsword true}}, :race :elf, :spells [{:value {:ability :int, :key :misty-step, :level 2}}], :traits [{:description "Once per short or long rest you can cast Misty Step.", :name "Fey Step"}]}}}, "5eHB - Compendium of Sacred Mysteries - (Mewberry#4591)" {:orcpub.dnd.e5/spells {:cruel-trick {:description "Your hand pulses with discordant power. Make a melee spell attack against a target within range. If you hit, the target takes 1d8 acid damage and has disadvantage on their first Charisma saving throw made before the end of your next turn.\n\nThis damage increases to 2d8 at 5th level, to 3d8 at 11th level, and to 4d8 at 17th level.", :key :cruel-trick, :school "transmutation", :name "Cruel Trick", :duration "Instantaneous", :level 0, :option-pack "Compendium of Sacred Mysteries", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Touch"}, :ruin {:description "You speak a terrible word, blasting a creature or object within range with destructive power. The target must make a Charisma saving throw or take 1d8 force damage. Objects and constructs targeted with this cantrip always take the maximum amount of damage per die.\n\nThis damage increases to 2d8 at 5th level, to 3d8 at 11th level, and to 4d8 at 17th level.", :key :ruin, :school "evocation", :name "Ruin", :duration "Instantaneous", :level 0, :option-pack "Compendium of Sacred Mysteries", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "60 feet"}}, :orcpub.dnd.e5/subclasses {:balance-domain {:class :cleric, :cleric-spells {1 {0 :cure-wounds, 1 :inflict-wounds}, 2 {0 :shatter, 1 :silence}, 3 {0 :fear, 1 :beacon-of-hope}, 4 {0 :death-ward, 1 :phantasmal-killer}, 5 {0 :cloudkill, 1 :creation}}, :key :balance-domain, :level-modifiers [], :name "Balance Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "Starting at 1st level, whenever you cast a cleric spell or cantrip that deals damage, you can change the damage type to a different one. Choose either acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing, or thunder damage. If the spell deals either radiant or necrotic damage, you can choose to swap the damage type between them or choose one of the above types. When a spell deals more than one type of damage, you can adjust each simultaneously.\n\nYou can use this feature a number of times equal to your Wisdom modifier, and these uses recover when you finish a long rest.", :name "Magical Inversion"} {:description "At 2nd level, you can use your action and your Channel Divinity feature to impose equilibrium. For one minute or until you choose to end this effect as a bonus action, you cannot gain advantage or suffer disadvantage, and you can reroll any damage dice that result in a 1, but only once per die.", :level 2, :name "Channel Divinity, Weigh the Scales"} {:description "At 6th level, your god intervenes when you are harmed. Whenever a creature inflicts damage to you, you can use a reaction and your Channel Divinity feature to instantly halve the damage. The creature must make a Charisma saving throw. If it fails, it takes necrotic damage equal to the amount of damage it inflicted on you before resistances or immunities, or half as much damage on a success, both to a maximum of six times your cleric level.", :level 6, :name "Channel Divinity, Defiance of Fate"} {:description "Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "At 17th level, your god controls the events around you, acting with inscrutable intent. Whenever a creature takes an action within 30 feet of you and rolls a d20, you can choose the result of the die roll. You can do this once, and this use recovers whenever you finish a short or long rest.", :level 17, :name "Perfect Order"}]}, :peace-domain {:class :cleric, :cleric-spells {1 {0 :animal-friendship, 1 :sanctuary}, 2 {0 :calm-emotions, 1 :hold-person}, 3 {0 :beacon-of-hope, 1 :create-food-and-water}, 4 {0 :aura-of-life, 1 :otilukes-resilient-sphere}, 5 {0 :commune, 1 :wall-of-force}}, :key :peace-domain, :level-modifiers [], :name "Peace Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "At 1st level, you learn to speak the tenets of your faith to incredible effect. You gain proficiency in the Persuasion and Religion skills. Whenever you successfully charm or persuade a hostile creature to perform a peaceful action, you gain temporary hit points equal to your Wisdom modifier.", :name "Pursuit of Peace"} {:description "Also at 1st level, you take an oath to avoid violence against other creatures. Whenever you finish a long rest, you gain the following benefits:\n\nYour AC increases by your Wisdom modifier, and attacks\nagainst you are made with disadvantage.\nYou have advantage on all saving throws.\nYou are immune to the frightened condition.\n\nWhenever you inflict damage on a creature or perform an action that inflicts a condition other than charmed or frightened on a hostile target, you lose these benefits. The benefits and drawbacks of this vow do not apply to non-sentient plants, constructs, or mindless beings such as zombies or oozes.", :level 1, :name "Vow of Pacifism"} {:description "At 2nd level, your deity can intervene through you. As an action, you can use your Channel Divinity feature to evoke a wave of preserving energy. Creatures other than you within a 10-foot radius around you gain immunity to damage until the end of your next turn. You can use your action each round to maintain this effect without expending additional uses of your Channel Divinity. Creatures that attack or otherwise violate the conditions of your vow are immediately no longer subject to this immunity for the duration of the current use.", :level 2, :name "Channel Divinity: Perfect Shelter"} {:description "At 6th level, your god gives you the ability to end the terrible violence around you. Your Destroy Undead feature no longer affects your vow, and your Turn Undead and Destroy Undead features also affect fiends and other creatures that are universally evil in alignment and tied to one of the Lower Planes.\n\nWhenever you witness a hostile action, you can use your reaction to intervene. The creature performing the action must make a Charisma saving throw against your cleric spell save DC. If they fail, they are paralyzed until the end of their current turn, and forfeit their action and movement. Using this reaction does not break your vow.\n\nYou can use this reaction three times, and these uses recover whenever you finish a short or long rest.", :level 6, :name "Protect the Innocent"} {:description "Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "At 17th level, your god's will for the enforcement of peace is absolute. While your vow is in effect, any creature that deals damage to you must make a Charisma saving throw against your cleric spell save DC or be stunned until the start of your next turn. This does not break your vow.\n\nWhenever you use Protect the Innocent, the creature performing the hostile action cannot take another hostile action during their current turn, even when they succeed their saving throw.\n\nYour vow is no longer broken whenever you inflict damage or hostile conditions on undead, fiends, or other creatures of the Lower Planes.\n\nFinally, you learn the spell mass suggestion, it does not count against your spells known, and it counts as a cleric spell for you.", :level 17, :name "The Truth"}]}, :kinetic-domain {:class :cleric, :cleric-spells {1 {0 :catapult, 1 :feather-fall}, 2 {0 :hold-person, 1 :levitate}, 3 {0 :fly, 1 :leomunds-tiny-hut}, 4 {0 :freedom-of-movement, 1 :otilukes-resilient-sphere}, 5 {0 :telekinesis, 1 :wall-of-force}}, :key :kinetic-domain, :level-modifiers [{:type :weapon-prof, :value :martial}], :name "Kinetic Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "At 1st level, you learn the mage hand cantrip. You can use a bonus action to control the hand. The hand can carry a number of pounds equal to eight times your cleric level. You cannot carry Small or larger creatures with the hand.", :name "Grasp of God"} {:description "At 2nd level, you can use your action and the Channel Divinity feature to detect all motion within a 100-foot radius until the end of your current turn.\n\nCreatures and objects that are moving appear in perfect clarity to your mental sight, while immobile living creatures appear as pulsing heartbeats and flowing blood. You cannot detect immobile undead or other creatures that can remain perfectly still, such as mimics or sentient plants.", :level 2, :name "Channel Divinity: Detect Motion"} {:description "At 6th level, your control improves. When you take the Attack action, you can choose to use the mage hand to Shove a creature within 5 feet of it instead of attacking. You make a Wisdom (Insight) check to Shove a creature using the hand. The hand counts as a creature of the same size as your own for the purposes of shoving. The range of mage hand increases to 60 feet and you can move it up to 60 feet using your bonus action.", :level 6, :name "Forceful Mind"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with pure force. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you can Shove a creature with Forceful Mind using a bonus action instead of an Attack action. Also, you gain resistance to force damage and have advantage on saving throws against effects that would move you against your will or knock you prone.", :level 17, :name "Unity of Motion"}]}, :punishment-domain {:class :cleric, :cleric-spells {1 {0 :hellish-rebuke, 1 :inflict-wounds}, 2 {0 :heat-metal, 1 :zone-of-truth}, 3 {0 :bestow-curse, 1 :dispel-magic}, 4 {0 :banishment, 1 :phantasmal-killer}, 5 {0 :dispel-evil-and-good, 1 :immolation}}, :key :punishment-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Punishment Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "Starting at 1st level, your god enables you to reveal the foulest of secrets and the hidden blasphemies that permeate the corrupted souls of mortals. You gain proficiency in the Insight skill. If you are already proficient in this skill, you add twice your proficiency bonus instead. Additionally, you can cast detect magic as a bonus action once per short or long rest without expending a spell slot.", :name "Eyes of the Inquisitor"} {:description "At 2nd level, you can use your Channel Divinity feature as a bonus action to strike yourself in penance for your sins. You take damage equal to your cleric level from your held weapon, you gain temporary hit points equal to twice the damage suffered, and you become immune to the charmed and frightened conditions for one minute.", :level 2, :name "Channel Divinity: Penitent Prayer"} {:description "At 6th level, your god empowers you with the ability to strike terror into the hearts of the impure. As an action, you can project an aura of fear in a 30-foot radius. Creatures of your choosing within that radius must make a Wisdom saving throw against your cleric spell save DC or be frightened of you until the start of your next turn.", :level 6, :name "Ominous Dread"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with the burning fervor of your belief. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, your god bestows their divine fury upon you. Whenever you deal damage, you can choose to re-roll any number of damage dice. You take the higher result for each die rolled. When you do so, you lose hit points equal to the number of dice re-rolled using this feature.", :level 17, :name "Purge the Heretic"}]}, :venom-domain {:class :cleric, :cleric-spells {1 {0 :detect-poison-and-disease, 1 :ray-of-sickness}, 2 {0 :spider-climb, 1 :web}, 3 {0 :bestow-curse, 1 :stinking-cloud}, 4 {0 :giant-insect, 1 :vitriolic-sphere}, 5 {0 :insect-plague, 1 :modify-memory}}, :key :venom-domain, :level-modifiers [], :name "Venom Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "When you choose this domain at 1st level you gain resistance to poison damage. Also, you can cast speak with animals at will without expending a spell slot, but only to communicate with snakes, spiders, insects, and other vermin.", :name "Conspirator's Tongue"} {:description "At 2nd level, you can use a bonus action and your Channel Divinity feature to curse up to six creatures of your choosing within a 30-foot radius. These targets lose any resistance or immunity to poison and acid for one hour, and must each make a Charisma saving throw. If they fail, they are poisoned until the start of your next turn and take poison damage equal to your cleric level.", :level 2, :name "Channel Divinity: Toxic Soul"} {:description "At 6th level, your veins are filled with deadly venom. Whenever you take damage, you can use a reaction to spray blood upon one creature within 10 feet of you. The target must make a Constitution saving throw against your cleric spell save DC or be blinded until the start of your next turn and take 3d6 poison damage.", :level 6, :name "Poisoned Bloodbath"} {:description "Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "At 17th level, you consume the ichor of your god. You gain immunity to poison and the poisoned condition. Your mouth grows fangs that drip with toxic poison. You can use an action to make a melee spell attack with these fangs, which inflict 3d10 poison damage. Targets struck by your fangs must make a Constitution saving throw. If they fail, they are poisoned for one minute, and can make an additional saving throw at the start of each of their turns to end the effect. While they are poisoned, they are also paralyzed.", :level 17, :name "Dark Blessing"}]}, :scorn-domain {:class :cleric, :cleric-spells {1 {0 :bane, 1 :hellish-rebuke}, 2 {0 :hold-person, 1 :suggestion}, 3 {0 :bestow-curse, 1 :vampiric-touch}, 4 {0 :banishment, 1 :elemental-bane}, 5 {0 :dominate-person, 1 :seeming}}, :key :scorn-domain, :level-modifiers [], :name "Scorn Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "Also at 1st level, your god grants you the power to see the weaknesses in others, and to order them to act in your defense. You can use a bonus action to instruct one ally you can see to make an attack against a target you can see. The ally can use their reaction to move up to their speed and make the attack. Alternatively, you can demand they defend themselves, enabling the ally to take the Dodge action as a reaction. You can use this feature a number of times equal to your Wisdom modifier, and these uses recover whenever you finish a long rest.", :name "Disdainful Request"} {:description "At 2nd level, you can use your Channel Divinity feature to force your inferiors to obey your divine proclamations. As an action, you can cast command without expending a spell slot. You can choose to expend a spell slot of 2nd level or higher when using this feature to cast command at that spell level. When you cast this spell using this feature, you can issue two separate commands to the target, one after another. For example, you could demand that the creature to \"Approach\" then \"Grovel\" once it arrives. These commands are all followed during the same turn in the order they are given.", :level 2, :name "Channel Divinity: Imperious Command"} {:description "At 6th level, you refuse to be harmed by those you consider to be beneath you and anathema to your faith. Whenever you are attacked, you can use your reaction to force your attacker to make a Charisma saving throw against your cleric spell save DC. If they fail, the damage you would suffer from their attacks is halved until the end of the current turn.", :level 6, :name "Deny the Weak"} {:description "Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "At 17th level, your scorn is heard in every whisper of your breath. Whenever you use your Imperious Command feature to cast command, the range of the spell increases to 120 feet, you can target twice as many creatures as you could normally, and can issue three commands in succession. For example, if you cast the spell using a 3rd level spell slot, you could target six creatures and command them to \"Approach. Drop. Grovel.\"", :level 17, :name "Spiteful Demand"}]}, :love-domain {:class :cleric, :cleric-spells {1 {0 :healing-word, 1 :heroism}, 2 {0 :calm-emotions, 1 :gentle-repose}, 3 {0 :aura-of-vitality, 1 :lightning-bolt}, 4 {0 :confusion, 1 :otilukes-resilient-sphere}, 5 {0 :dispel-evil-and-good, 1 :mass-cure-wounds}}, :key :love-domain, :level-modifiers [{:type :armor-prof, :value :heavy}], :name "Love Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "When you choose this domain at 1st level, your god grants you the knowledge and protection to bring kindness to the world. You gain proficiency in the Persuasion skill. Whenever you take the Help action, you gain temporary hit points equal to your cleric level that last until the start of your next turn.", :name "Heart's Grace"} {:description "At 2nd level, you can entwine the fates of you and your companions. As an action, you can target a willing ally within 60 feet to activate your Channel Divinity feature. For the next minute or until you lose concentration on this feature as though it were a spell, the two of you share a single pool of hit points. Temporary hit points are applied individually, and should be tracked separately. When the effect ends, the remaining hit points are divided equally between you based on the percentage total of the pool. If the total reaches 0, all creatures tied to this pool of hit points are reduced to 0 hit points and must make death saving throws as normal. You do not have to perform concentration saving throws for damage dealt to your ally, only for damage dealt to you.", :level 2, :name "Channel Divinity, Bonds of Friendship"} {:description "At 6th level, your body and soul are purified and made whole. You gain advantage on saving throws against effects that would inflict the frightened and charmed conditions. You also gain immunity to disease and advantage on saving throws against exhaustion.", :level 6, :name "Virtuous Cause"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with passionate flame. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, your god grants you the power to bind yourself to the lives of your entire party at once. As an action, you present your holy symbol, filling yourself with divine power.\n\nUp to ten of your chosen companions within 120 feet are bound to one another by a transparent red thread, and subject to the Bonds of Friendship feature for the duration. For one minute, you gain the following benefits:\n\nYou can choose to have your weapon attacks use your Wisdom modifier instead of Strength or Dexterity when calculating bonuses to attack and damage rolls.\n\nEach time you suffer damage, choose an ally within 30 feet of you. That ally can use their reaction to make a single attack or cast a single cantrip.\n\nWhen the effect ends, the hit points are divided evenly among the group based on the percentage total of the pool. If the total pool of hit points reaches zero, this effect ends and all subjects are reduced to zero hit points. \n\nYou can use this feature once, and this use recovers whenever you finish a long rest.", :level 17, :name "Red String of Fate"}]}, :celebration-domain {:class :cleric, :cleric-spells {1 {0 :color-spray, 1 :faerie-fire}, 2 {0 :enthrall, 1 :pyrotechnics}, 3 {0 :hypnotic-pattern, 1 :major-image}, 4 {0 :confusion, 1 :fabricate}, 5 {0 :animate-objects, 1 :seeming}}, :key :celebration-domain, :level-modifiers [], :name "Celebration Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "Also at 1st level, you gain proficiency in one of the following skills: Deception, Performance, or Persuasion.\n\nWhenever you cast either the dancing lights cantrip or a spell from the Celebration Domain spell list, you gain temporary hit points equal to your Wisdom modifier that last for one minute.", :name "Life of the Party"} {:description "At 2nd level, your god smiles on your party. You can use your Channel Divinity feature to transform up to fifty gallons of water into a magical ambrosia for one hour. Creatures that drink from the font must make a Wisdom saving throw against your cleric spell save DC or be charmed for one minute. Either way, the subject gains temporary hit points equal to your cleric level. This liquid can be bottled, but fades back into water after one hour.", :level 2, :name "Channel Divinity: Water and Wine"} {:description "At 6th level, you can protect your friends from bad decisions. Whenever a creature within 60 feet of you that you can see makes a roll with disadvantage, you can use your reaction and Channel Divinity feature to enable them to roll with advantage instead.", :level 6, :name "Channel Divinity: Cheerful Assistance"} {:description "Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "At 17th level, your god brightens the world through you. Whenever you cast dancing lights, you and allies within 60 feet can move up to 30 feet as a reaction and also gain immunity to the frightened condition for 1 minute.", :level 17, :name "Grand Parade"}]}, :ocean-domain {:class :cleric, :cleric-spells {1 {0 :arms-of-hadar, 1 :ice-knife}, 2 {0 :gust-of-wind, 1 :mirror-image}, 3 {0 :tidal-wave, 1 :water-breathing}, 4 {0 :evards-black-tentacles, 1 :watery-sphere}, 5 {0 :maelstrom, 1 :scrying}}, :key :ocean-domain, :level-modifiers [], :name "Ocean Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "At 1st level, your god's power comes to you from the tidal pools and shallows, and from the chitinous creatures that dwell there. You gain a swim speed equal to your walking speed. When you are not wearing armor or a shield, you can choose to have your AC equal 13 + your Constitution modifier, as transparent chitin plates form over your skin to protect you. While these plates are present, you can cast spells, act, and breathe normally while underwater. If you already have a swim speed from your racial features, your walking speed increases to 30 feet, if it were lower previously, and you are immune to any negative effects from being on the surface that you would suffer due to your race.", :name "Waves on the Shore"} {:description "At 2nd level, you can present your holy symbol and use your Channel Divinity feature as an action to summon a sphere of water around yourself or a willing ally. The sphere is Large and moves with the target as they swim within it, allowing the creature to hover in the air if they ascend. Ranged attacks against targets inside suffer disadvantage, and they gain resistance to fire and cold damage while within the sphere. The sphere can immerse other targets of Medium size or smaller when it enters their space. Creatures within the sphere are subject to the Underwater Combat rules. This sphere lasts for one minute or until the target of the sphere uses a bonus action to dismiss it.", :level 2, :name "Channel Divinity: Deep Embrace"} {:description "At 6th level, your god grants you the fearsome curse of the deadly predators of the seas. Whenever you suffer damage, you can use your reaction to mark one creature you can see with a black, bleeding splotch upon their skin.\n\nWhile you can see the target, you can use an action to call a spiritual swarm of undersea predators to attack them and those around them.\n\nThe target must make a Wisdom saving throw. If they fail, the predators strike them and all other hostile creatures within 15 feet of them, inflicting 3d10 psychic damage. If they succeed, the splotch fades and the effect ends.\n\nWhile a creature is marked, you are aware of its exact location if you are within 120 feet of it. You can only mark one creature at a time using this feature. Marking a new creature erases any previous mark.", :level 6, :name "Blood in the Water"} {:description "Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "At 17th level, your summons to the ocean is as strong as it's call to your heart. The spell tsunami is treated as an Ocean Domain Spell for you. Additionally, you can cast wall of water at will without expending a spell slot, and control water once per short or long rest without expending a spell slot. Finally, you gain resistance to cold damage and immunity to exhaustion from swimming or other oceanic conditions and activities.", :level 17, :name "Call of the Sea"}]}, :retribution-domain {:class :cleric, :cleric-spells {1 {0 :compelled-duel, 1 :hellish-rebuke}, 2 {0 :enlarge-reduce, 1 :spiritual-weapon}, 3 {0 :fear, 1 :spirit-guardians}, 4 {0 :fire-shield, 1 :locate-creature}, 5 {0 :bigbys-hand, 1 :flame-strike}}, :key :retribution-domain, :level-modifiers [{:type :armor-prof, :value :heavy} {:type :weapon-prof, :value :martial}], :name "Retribution Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "At 1st level, your deity enables you to strike those who harm your allies. Whenever an allied creature you can see takes damage from an attack and the attacker is within your reach, you can make a melee attack against the creature as a reaction.", :name "Vengeful Counter"} {:description "At 2nd level, you can use your Channel Divinity feature as a reaction whenever an ally you can see takes damage from an attack. For the next hour, the ally has advantage on rolls to track their attacker and are aware of their location if they are within 100 feet of them.\n\nWhenever the ally sees the attacker make an attack or cast a spell, the ally can use a reaction to move up to their speed directly towards their quarry.", :level 2, :name "Channel Divinity: Enable Revenge"} {:description "At 6th level, your god grants you the wings of an avenging angel. As a bonus action, you can expend a spell slot of 3rd level or higher to cause wings to sprout from your back, transforming your armor to suit them. While these wings are deployed, you gain a flying speed equal to your walking speed. When you are on the ground while these wings are deployed and you don't have a shield equipped, you gain a bonus to your AC equal to half your Wisdom modifier (rounded down), as you use your wings for defense. These wings last for a number of rounds equal to the level of the spell slot expended plus one.", :level 6, :name "Fly Havoc"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with the fury of your god. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant or necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you are unceasing in your hunt for those who act against the servants of your god. You gain immunity to exhaustion and to the frightened condition. Also, your reach is considered 5 ft. longer for the purposes of Vengeful Counter, and you can add your Divine Strike damage to the damage dealt by that attack even though it is not your turn.", :level 17, :name "No Rest for the Wicked"}]}, :chaos-domain {:class :cleric, :cleric-spells {1 {0 :color-spray, 1 :disguise-self}, 2 {0 :crown-of-madness, 1 :phantasmal-force}, 3 {0 :erupting-earth, 1 :slow}, 4 {0 :polymorph, 1 :vitriolic-sphere}, 5 {0 :creation, 1 :conjure-elemental}}, :key :chaos-domain, :level-modifiers [], :name "Chaos Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "Also at 1st level, your god's unpredictable nature affects your spellcasting. Whenever you cast a cleric spell of 1st level or higher, you can choose to roll on the sorcerer's Wild Magic Surge table to create a random magical effect. You can do this once per turn.", :name "Discordant Manifestation"} {:description "At 2nd level, your god enables you to channel the powers from other domains, but without control over the result. When you gain this feature, construct a table with 3 or more Divine Domains whose 2nd level Channel Divinity feature requires the use of an action, or use the following table instead. As an action, you present your holy symbol and use your Channel Divinity feature, rolling on the table. The resulting 2nd level Channel Divinity feature from the specified domain activates.\n\nYou can change the domains on this table whenever you finish a long rest.\n\nResult Domain\n1 Lunar\n2 Desert\n3 Trickery\n4 (Reroll)", :level 2, :name "Channel Divinity: All and None"} {:description "At 6th level, you learn to ensnare those who would harm you. Whenever you are struck with a melee attack, you can use your reaction and your Channel Divinity feature to redirect the blow to a false copy of yourself that shares your statistics. You suffer no ill effect from the initial attack, and the copy suffers any damage you would have taken.\n\nYou instantly teleport up to 15 feet. In your place, the copy remains and adheres to the attacker's limb or weapon, grappling them. The copy has hit points equal to your cleric level and has an AC of 10 + your Wisdom modifier. The copy lasts for one minute or until slain, and cannot move or act other than to continue to attempt to grapple the target.", :level 6, :name "Channel Divinity: Traitor's Trap"} {:description "Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "At 17th level, your god manifests their power in full through your actions. As an action, you can unleash a massive burst of chaotic energy. All creatures within a 30-foot radius must make a Charisma saving throw. If they fail, their ties to causality are disrupted. Whenever the creature takes an action, they must roll on the sorcerer's Wild Magic Surge table to create a random magical effect. This disruption lasts until the start of your next turn. You can use this feature once and this use recovers when you finish a short or long rest.", :level 17, :name "Winds of Madness"}]}, :metal-domain {:class :cleric, :cleric-spells {1 {0 :hellish-rebuke, 1 :thunderwave}, 2 {0 :crown-of-madness, 1 :pyrotechnics}, 3 {0 :fear, 1 :melf-s-minute-meteors}, 4 {0 :phantasmal-killer, 1 :wall-of-fire}, 5 {0 :immolation, 1 :legend-lore}}, :key :metal-domain, :level-modifiers [{:type :armor-prof, :value :heavy} {:type :weapon-prof, :value :martial}], :name "Metal Domain", :option-pack "Compendium of Sacred Mysteries", :profs {:skill-options {:options {:performance true}}}, :traits [{:description "At 1st level, your god teaches you the wicked secrets of a mysterious device known as a \"eh-lek-trick geh-tar\", which you can summon using your action.\n\nThis weapon counts as a holy symbol for the purposes of spellcasting, and acts as a greataxe that deals either slashing or thunder damage, your choice. If it is lost or destroyed, you can summon a new one during a short rest. It's also an instrument, if you didn't pick up on that part.", :name "Axe Guitar"} {:description "At 2nd level, your god intervenes to crank things up. You can present your holy symbol as an action to use your Channel Divinity feature to bolster an ally within earshot. Each successful attack requiring an attack roll that ally makes during their next turn inflicts the maximum damage per die, regardless of rolls, modifiers, damage dice, resistances, or immunities.", :level 2, :name "Channel Divinity: Up to Eleven"} {:description "At 6th level, your vocal cords distort and change to enable you to speak the lyrics of the darkest hymns to the gods of metal. You are permanently under the effects of thaumaturgy and can cast it as a bonus action without somatic or verbal components. Whenever a creature strikes you with a melee attack, that creature takes psychic damage equal to your Wisdom modifier as you cry out in rage to your god.", :level 6, :name "Gutteral Scream"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with the power of rock. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, your god enables you to summon their messenger to scorch the earth. As an action, you can summon a Harbinger of Metal. The Harbinger has the same statistics as a fire giant (MM pg. 154) except its attacks deal fire damage. This creature obeys your commands unwaveringly, and will willingly sacrifice itself to serve your goals. The Harbinger remains in your service for one minute or until either you or the Harbinger are reduced to 0 hit points. You can extend the duration of this feature by continuing to play your Axe Guitar as an action within 300 feet of the Harbinger of Metal. Each turn you do so, the Harbinger gains an additional round before it is returned to its home plane in the fires of apocalypse. You can summon this creature once, and must wait until you finish a long rest before you can do so again.", :level 17, :name "Harbinger of Armageddon"}]}, :fate-domain {:class :cleric, :cleric-spells {1 {0 :guiding-bolt, 1 :heroism}, 2 {0 :augury, 1 :enthrall}, 3 {0 :bestow-curse, 1 :clairvoyance}, 4 {0 :death-ward, 1 :divination}, 5 {0 :commune, 1 :dream}}, :key :fate-domain, :level-modifiers [], :name "Fate Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "When you choose this domain at 1st level, your god bestows a mark upon you that signifies your attunement to the threads of fate, such as a third eye, runic tattoo, or halo of mist, which you can conceal at will. While your mark is revealed, you can use your action to gaze into the future of another person. Until the end of your next turn, your first skill check, attack roll, or saving throw regarding the target is made with advantage.", :name "Eye of the Oracle"} {:description "At 2nd level, your god grants you the ability to manipulate fate directly. Whenever you deal damage to a creature, you can use a bonus action and your Channel Divinity feature to attempt to cut its ties to mortality. The target must make a Charisma saving throw. If they fail, their fate is disrupted: they have disadvantage on the next three rolls they make (ability checks, attack rolls, or saving throws).", :level 2, :name "Channel Divinity: Severed Threads"} {:description "At 6th level, you collect the scattered threads of fate for a new tapestry of your own devising. Whenever you are attacked, you can use your reaction to weave an ethereal cloak around yourself made from the destiny of your attacker. The attacker must make a Charisma saving throw against your cleric spell save DC. If they fail, they take force damage equal to half the amount of damage they inflict on you if their attack hits.", :level 6, :name "Discarded Tatters"} {:description "At 8th level, you gain the ability to cut directly into the past and future simultaneously. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic or radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, your god grants you the ability to see brief yet perfectly accurate visions of the future. You can choose to activate this feature at the start of your turn. Record all actions you and others take and the results of rolls made during your turn. If you are satisfied with the results of the events that took place at the end of your turn, this feature ends, as your vision is fulfilled exactly as specified. If you are not satisfied at that time, you can choose to defy the vision, reverting all events back to exactly how they were at the moment that you declared your use of this feature. You can use this feature once, and this use recovers whenever you finish a short or long rest.", :level 17, :name "Prophetic Glimpse"}]}, :hunting-domain {:class :cleric, :cleric-spells {1 {0 :hunters-mark, 1 :longstrider}, 2 {0 :earthbind, 1 :locate-animals-or-plants}, 3 {0 :leomunds-tiny-hut, 1 :lightning-arrow}, 4 {0 :arcane-eye, 1 :hallucinatory-terrain}, 5 {0 :commune-with-nature, 1 :swift-quiver}}, :key :hunting-domain, :level-modifiers [{:type :weapon-prof, :value :martial}], :name "Hunting Domain", :option-pack "Compendium of Sacred Mysteries", :profs {:skill-options {:options {:survival true}}}, :traits [{:description "At 1st level, your god empowers you with the endurance to track down your prey. While you are not wearing medium or heavy armor or a shield, your movement speed increases by 10 feet, and your pace is not reduced while tracking.", :name "Thrill of the Hunt"} {:description "At 2nd level, your god teaches you to attack the soul of your quarry. As an action, you can expend a use of your Channel Divinity feature to launch an ethereal arrow or spear, striking all creatures in a line up to 360 feet long and 5 feet wide that passes through walls and obstacles. Struck targets must make a Charisma saving throw. If they fail, they take magical piercing damage equal to 2d8 plus your cleric level and are knocked prone. If they succeed, they take half as much damage and are not knocked prone.", :level 2, :name "Channel Divinity: Slayer's Arrow"} {:description "At 6th level, the winds of the wildlands come to your call. Whenever you cast a cantrip or attack with a weapon, you can use a bonus action to move up to your speed towards a target of your attack or spell. When you do so, ranged and opportunity attacks against you are made with disadvantage until the start of your next turn.", :level 6, :name "Living Wind"} {:description "At 8th level, your attacks are empowered with deadly potency. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 magical piercing or slashing damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, you become immune to the effects of difficult terrain and gain a climb speed equal to your walking speed. You can choose to have your Slayer's Arrow turn up to three times during its flight and the first creature struck takes additional force damage equal to your cleric level if they fail their saving throw. Each creature cannot be struck more than once per use of this feature.", :level 17, :name "Unerring Hunter"}]}, :lunar-domain {:class :cleric, :cleric-spells {1 {0 :detect-magic, 1 :jump}, 2 {0 :alter-self, 1 :moonbeam}, 3 {0 :blink, 1 :slow}, 4 {0 :greater-invisibility, 1 :otilukes-resilient-sphere}, 5 {0 :dream, 1 :modify-memory}}, :key :lunar-domain, :level-modifiers [], :name "Lunar Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "At 1st level, your god teaches you to mimic the cycle of the moon with your motions. Whenever you cast a spell or cantrip, you can engage in an enhanced form of two-weapon fighting on your following turn. When you take the Attack action and then use your bonus action to attack again using two-weapon fighting, you can use your Wisdom modifier for attack and damage rolls and you can choose to add your ability modifier to the damage of the second attack.", :name "Wax and Wane"} {:description "Also at 1st level, you learn to protect yourself with divine grace rather than mortal ability. When you do not have a shield equipped, you gain a bonus to your AC equal to half your Wisdom modifier rounded down.", :name "Guided by Faith"} {:description "At 2nd level, you can use your Channel Divinity feature as an action to unleash an arc of crystalline moonlight infused with gravity. Creatures of your choosing within a 15-foot cone must make a Dexterity saving throw against your cleric spell save DC. If they fail, they take radiant damage equal to your cleric level plus your Wisdom modifier and are knocked prone and have their speed reduced to 0 until the start of your next turn. If they succeed, they take half as much damage and are not knocked prone or reduced in speed.", :level 2, :name "Channel Divinity: Crescent Strike"} {:description "At 6th level, your god grants you the ability to hide from prying eyes. Whenever you cast a cantrip or spell, you can use a bonus action to teleport up to 20 feet and become invisible until the start of your next turn. Additionally, you can cast spider climb targeting yourself as a bonus action without expending a spell slot.\n\nYou can use these actions a total number of times equal to your Wisdom modifier, and these uses recover whenever you finish a long rest.", :level 6, :name "Moonlight Shadow"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with the frozen light of the moon. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold or radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, your god grants you the power to control gravity. You can cast reverse gravity once, and this use recovers when you finish a short or long rest. When you cast this spell, you can choose to affect an area that is smaller than normal, or only yourself. You can also choose to alter gravity to face a particular direction using this spell instead of being reversed, causing creatures and objects to fall horizontally or at an angle rather than vertically.", :level 17, :name "Eclipse and Tide"}]}, :witchcraft-domain {:class :cleric, :cleric-spells {1 {0 :detect-magic, 1 :magic-missile}, 2 {0 :maximilian-s-earthen-grasp, 1 :spike-growth}, 3 {0 :fly, 1 :conjure-animals}, 4 {0 :evards-black-tentacles, 1 :polymorph}, 5 {0 :dream, 1 :hold-monster}}, :key :witchcraft-domain, :level-modifiers [], :name "Witchcraft Domain", :option-pack "Compendium of Sacred Mysteries", :traits [{:description "At 1st level, you learn the find familiar spell and can cast it without expending material components. This familiar's intelligence is set to 12 if it is normally lower, and it can speak any language you can. The range you can communicate telepathically with this familiar increases to 100 feet per cleric level you possess, and it gains resistance to all damage.", :name "Witch's Familiar"} {:description "At 2nd level, you can perform a dark rite to imbue power to yourself and others. Over the course of one minute, choose a number of creatures up to your Wisdom modifier and expend a use of your Channel Divinity feature to anoint them with blood. The subjects gain a 5 foot bonus to their speed, advantage on their first saving throw or their first attack, and their weapon attacks can deal necrotic damage. This benefit lasts for one hour. If a subject is reduced to 0 hit points during that time, dark tendrils burst from them, making a melee spell attack using your statistics against one hostile creature within 10 feet. The target must make a Dexterity saving throw or be incapacitated during their next turn and take 3d8 necrotic damage.", :level 2, :name "Channel Divinity: Blood Ritual"} {:description "At 6th level, you learn to twist the forms of other creatures. As an action, choose a target within 30 feet. The target must make a Wisdom save against your cleric spell save DC. If they fail, they are incapacitated for one minute and transformed into a Small or Tiny animal, such as a toad, newt, or cat.\n\nIf the creature takes damage, they instantly revert back to their normal form and are no longer incapacitated. You can use this feature once, and this use recovers whenever you finish a long rest.", :level 6, :name "Toil and Trouble"} {:description "Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any cleric cantrip.", :level 8, :name "Potent Spellcasting"} {:description "At 17th level, you learn to summon the ritual dagger of a true practitioner of witchcraft during a long rest. While you wield this rune-inscribed silver dagger, you can choose to take necrotic damage less than or equal to your cleric level as a bonus action whenever you are casting a spell that deals damage. The damage you take cannot be reduced or negated in any way. When you do so, you can inflict the amount of damage you've suffered using this feature on to up to three targets of the spell during the round that you cast it.\n\nAdditionally, you can use this blade to steal the life from other creatures. Whenever you hit a creature with this magical silver dagger, it suffers an additional 1d4 necrotic damage. You regain hit points equal to the amount of necrotic damage inflicted from attacks with this weapon, and you can use your Wisdom modifier in place of your Strength or Dexterity modifier when making attacks with this weapon. \n\nIf this weapon is lost or destroyed, you can summon another during your next long rest.", :level 17, :name "Witch's Athame"}]}, :desert-domain {:class :cleric, :cleric-spells {1 {0 :create-or-destroy-water, 1 :guiding-bolt}, 2 {0 :blur, 1 :mirror-image}, 3 {0 :daylight, 1 :wall-of-sand}, 4 {0 :blight, 1 :giant-insect}, 5 {0 :insect-plague, 1 :mislead}}, :key :desert-domain, :level-modifiers [{:type :weapon-prof, :value :martial}], :name "Desert Domain", :option-pack "Compendium of Sacred Mysteries", :profs {:skill-options {:options {:survival true}}}, :traits [{:description "At 1st level, your god blesses you with the resilience to survive the harsh landscape of the desert. You can go for a number of days equal to your cleric level without food before suffering ill effects, and you gain advantage on saving throws against exhaustion from desert conditions. You can see through smoke, fog, dust, swirling sand, and other obscuration caused by gasses.", :name "Nomadic Endurance"} {:description "At 2nd level, your god enables you to control the greatest danger in the desert. As an action, you can use your Channel Divinity feature to unleash a raging whirlwind of tearing sand in a 60-foot line that is 20 feet wide. The area becomes heavily obscured by a cloud of dust until the start of your next turn. Creatures of your choosing within the area must make a Constitution saving throw against your cleric spell save DC.\n\nIf they fail, they are blinded until the end of your next turn and take 1d6 slashing damage per two cleric levels you possess. If they succeed, they are not blinded and take half as much damage.", :level 2, :name "Channel Divinity: Sandstorm"} {:description "At 6th level, your god blesses you with the dance of the fearsome serpents of the desert. You can use a bonus action to teleport up to your movement speed to a location you can see, disappearing in a flash of sand and reforming from dust at the target location. You cannot move and use this action during the same turn. When you teleport using this feature, you can use an action to cause a cloudy burst of sand to appear, heavily obscuring a 10-foot radius around you until the start of your next turn.", :level 6, :name "Dune Walker"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with the deadliest scorpion venom and the razor-sharp sands upon the wind. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison or slashing damage to the target (your choice). When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, your god's domain grows and spreads beyond its borders. You ignore difficult terrain while in desert environments, and gain resistance to fire damage. You can cast mirage arcane and it is considered a cleric spell for you. When you do so, the area appears to be transformed into a desert, and becomes hot and dry. Creatures of your choosing within the area suffer exhaustion as though exposed to extreme heat. Whenever you cast this spell, you can choose to also cast conjure animals using a spell slot; it does not require concentration and has a duration of 10 days. The animals do not obey your commands, but are considered charmed by you.", :level 17, :name "Endless Expanse"}]}}}, "Wayfinder's Guide to Eberron" {:orcpub.dnd.e5/races {:half-elf-mark-of-detection- {:key :half-elf-mark-of-detection-, :speed 30, :name "Half-Elf (Mark of Detection)", :darkvision 60, :spells [{:value {:level 1, :key :detect-magic, :ability :orcpub.dnd.e5.character/int}} {:value {:level 1, :key :detect-poison-and-disease, :ability :orcpub.dnd.e5.character/int}}], :abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :languages #{"Common" "Elvish"}, :traits [{:description "You have advantage on saving throws against being charmed, and magic can't put you to sleep.", :name "Fey Ancestry"} {:description "When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Deductive Intuition"} {:description "You can cast the detect magic and detect poison and disease spells, but only as rituals. Intelligence is your spellcasting ability for these spells.", :name "Sense Threats"}]}, :human-mark-of-making- {:key :human-mark-of-making-, :speed 30, :name "Human (Mark of Making)", :spells [{:value {:key :mending}}], :abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common"}, :traits [{:description "When you make an ability check with artisan's tools, roll 1d4 and add it to the result.", :name "Artisan's Intuition"} {:description "You know the cantrip mending. You gain proficiency with one type of artisan's tools. Enter this manually.", :name "Maker's Gift"} {:description "You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace this with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips.", :name "Magecraft"} {:description "You can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it's armor or a +1 bonus to hit and damage if it's a weapon. Once you use this trait, you can't use it again until you finish a long rest.", :name "Spellsmith"}]}, :human-mark-of-sentinel- {:key :human-mark-of-sentinel-, :speed 30, :name "Human (Mark of Sentinel)", :spells [{:value {:key :blade-ward, :ability :orcpub.dnd.e5.character/wis}} {:value {:level 1, :key :shield, :ability :orcpub.dnd.e5.character/wis}}], :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common"}, :traits [{:description "When you roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Sentinel's Intuition"} {:description "You know the cantrip blade ward. You can cast shield once with this trait and regain the ability to do so after you finish a short or long rest.", :name "Sentinel's Shield"} {:description "As an action, you can designate an ally you can see as your ward. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack.", :name "Vigilant Guardian"}]}, :half-elf-mark-of-storm- {:key :half-elf-mark-of-storm-, :speed 30, :name "Half-Elf (Mark of Storm)", :darkvision 60, :spells [{:value {:key :gust}} {:level 3, :value {:level 2, :key :gust-of-wind}}], :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :languages #{"Common" "Elvish"}, :props {:swimming-speed 30, :damage-resistance {:lightning true}}, :traits [{:description "You have advantage on saving throws against being charmed, and magic can't put you to sleep.", :name "Fey Ancestry"} {:description "Your base walking speed is 30 feet, and you have a swim speed of 30 feet.", :name "Sea Monkey"} {:description "When you make a Dexterity (Acrobatics) check or any ability check involving operating or maintaining a water or air vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Windwright's Intuition"} {:description "You have resistance to lightning damage.", :name "Storm's Blessing"} {:description "You know the gust cantrip. When you reach 3rd level, you can cast the gust of wind spell once with this trait and regain the ability to do so when you finish a long rest.", :name "Headwinds"}]}, :half-orc-mark-of-finding- {:key :half-orc-mark-of-finding-, :speed 30, :name "Half-Orc (Mark of Finding)", :darkvision 60, :spells [{:level 3, :value {:level 2, :key :locate-animals-or-plants}}], :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :languages #{"Common" "Goblin"}, :traits [{:description "Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Hunter's Intuition"} {:description "As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it.\n\nWhen tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can't be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest.", :name "Imprint Prey"} {:description "When you reach 3rd level you gain the ability to cast locate animals or plants, but only as a ritual.", :name "Nature's Voice"}]}, :human-mark-of-finding- {:key :human-mark-of-finding-, :speed 30, :name "Human (Mark of Finding)", :darkvision 60, :spells [{:level 3, :value {:level 2, :key :locate-animals-or-plants}}], :abilities {:orcpub.dnd.e5.character/wis 1, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :languages #{"Common" "Goblin"}, :traits [{:description "Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Hunter's Intuition"} {:description "As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it.\n\nWhen tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can't be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest.", :name "Imprint Prey"} {:description "When you reach 3rd level you gain the ability to cast locate animals or plants, but only as a ritual.", :name "Nature's Voice"}]}, :human-mark-of-passage- {:key :human-mark-of-passage-, :speed 40, :name "Human (Mark of Passage)", :abilities {:orcpub.dnd.e5.character/dex 2}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common"}, :traits [{:description "Your base walking speed increases to 40 ft.", :name "Courier's Speed"} {:description "When you make a Strength (Athletics) check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Intuitive Motion"} {:description "When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.", :name "Determined Stride"} {:description "As a bonus action you can teleport a distance up to your walking speed, ending in an unoccupied space that you can see. You can bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this trait. Once you use this trait, you can't use it again until you finish a long rest.", :name "Shared Passage"}]}, :human-mark-of-handling- {:key :human-mark-of-handling-, :speed 30, :name "Human (Mark of Handling)", :spells [{:value {:level 1, :key :animal-friendship, :ability :orcpub.dnd.e5.character/wis}}], :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common"}, :traits [{:description "When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Wild Intuition"} {:description "You can use the Help action to aid an ally animal companion or mount within 30 feet of you, rather than 5 feet of you.", :name "Expert Handling"} {:description "You can cast animal friendship once with this trait and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for this spell.", :name "Primal Connection"} {:description "When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower.", :name "The Bigger They Are"}]}, :warforged-envoy- {:key :warforged-envoy-, :speed 30, :name "Warforged (Envoy)", :abilities {:orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common"}, :props {:damage-resistance {:poison true}}, :traits [{:description "You were created to have remarkable fortitude, represented by the following benefits:\n• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.\n• You are immune to disease.\n• You don't need to eat, drink, or breathe.\n• You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.", :name "Warforged Resilience"} {:description "When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.", :name "Sentry's Rest"} {:description "Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite. ---- \n\nDarkwood core (unarmored) - Prerequisite: None - AC = 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) ---- \nComposite plating (armor) - Prerequisite: Medium armor proficiency - AC = 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus ---- \nHeavy plating (armor) - Prerequisite: Heavy armor proficiency - AC = 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks", :name "Integrated Protection"}]}, :changeling {:key :changeling, :speed 30, :name "Changeling", :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:choose 2, :options {:deception true, :insight true, :intimidation true, :persuasion true}}, :language-options {:choose 2, :options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}}}, :languages #{"Common"}, :traits [{:description "As an action, you can transform your appearance or revert to your natural form. You can't duplicate the appearance of a creature you've never seen, and you revert to your natural form if you die.\n\nYou decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length,sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this trait to become quadrupedal, for instance. Your clothing and other equipment don't change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.\n\nEven to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma(Deception) check you make to avoid detection.", :name "Change Appearance"} {:description "When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Unsettling Visage"} {:description "You gain proficiency with one tool of your choice (enter this manually). Define a persona associated with that proficiency: establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.", :name "Divergent Persona"}]}, :warforged {:key :warforged, :speed 30, :name "Warforged", :abilities {:orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :languages #{"Common"}, :props {:damage-resistance {:poison true}}, :traits [{:description "You were created to have remarkable fortitude, represented by the following benefits:\n• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.\n• You are immune to disease.\n• You don't need to eat, drink, or breathe.\n• You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.", :name "Warforged Resilience"} {:description "When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.", :name "Sentry's Rest"} {:description "Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite. ---- \n\nDarkwood core (unarmored) - Prerequisite: None - AC = 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) ---- \nComposite plating (armor) - Prerequisite: Medium armor proficiency - AC = 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus ---- \nHeavy plating (armor) - Prerequisite: Heavy armor proficiency - AC = 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks", :name "Integrated Protection"}]}, :shifter {:key :shifter, :speed 30, :name "Shifter", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :languages #{"Common"}, :props {:skill-prof {:perception true}}, :traits [{:description "You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", :name "Darkvision"} {:description "You have proficiency with the Perception skill.", :name "Keen Senses"} {:description "As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can't do so again until you finish a short or long rest.", :name "Shifting"}]}, :kalashtar {:key :kalashtar, :speed 30, :name "Kalashtar", :abilities {:orcpub.dnd.e5.character/wis 1, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Wayfinder's Guide to Eberron", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common" "Quori"}, :props {:damage-resistance {:psychic true}}, :traits [{:description "When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.", :name "Dual Mind"} {:description "You have resistance to psychic damage.", :name "Mental Discipline"} {:description "You can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.\n\nAs a bonus action when you're speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and able to see you.", :name "Mind Link"} {:description "Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.", :name "Psychic Glamour"} {:description "Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell.", :name "Severed from Dreams"}]}}, :orcpub.dnd.e5/languages {:quori {:option-pack "Wayfinder's Guide to Eberron", :name "Quori", :description "You can speak, read, and write Quori.", :key :quori}}, :orcpub.dnd.e5/subraces {:charisma-detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Detection Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-detection-variant-}, :mark-of-healing {:race :halfling, :traits [{:description "When you make a Wisdom (Medicine) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Medical Intuition"} {:description "As an action, you can draw power from your dragonmark to spend one of your Hit Dice and revitalize yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the creature regains a number of hit points equal to the total. Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Healing Touch"}], :option-pack "Wayfinder's Guide to Eberron", :name "Mark of Healing", :abilities {:orcpub.dnd.e5.character/wis 1}, :spells [], :key :mark-of-healing}, :mark-of-warding {:race :dwarf, :traits [{:description "When you make an Intelligence (History), Intelligence (Investigation), or Thieves' Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Master of Locks"} {:description "You can use your mark to cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.", :name "Wards and Seals"}], :option-pack "Wayfinder's Guide to Eberron", :name "Mark of Warding", :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 1}, :spells [{:value {:level 1, :key :alarm, :ability :orcpub.dnd.e5.character/int}} {:level 3, :value {:level 2, :key :arcane-lock, :ability :orcpub.dnd.e5.character/int}}], :key :mark-of-warding}, :charisma-handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Handling Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-handling-variant-}, :mark-of-scribing {:key :mark-of-scribing, :race :gnome, :name "Mark of Scribing", :spells [{:value {:level 1, :key :comprehend-languages, :ability :orcpub.dnd.e5.character/int}} {:value {:key :message, :ability :orcpub.dnd.e5.character/int}}], :abilities {:orcpub.dnd.e5.character/cha 1}, :option-pack "Wayfinder's Guide to Eberron", :profs {:tool {:calligraphers-supplies true, :forgery-kit true}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}}, :traits [{:description "You are proficient with calligrapher's supplies and forgery kits. When you make an ability check using either one of these tools, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Gifted Scribe"} {:description "You can cast comprehend languages once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for it.", :name "Scribe's Insight"} {:description "You know the message cantrip. Intelligence is your spellcasting ability for it.", :name "Whispering Wind"} {:description "You can speak, read, and write one extra language of your choice. Enter this manually.", :name "Extra Language"}]}, :strength-kalashtar-variant- {:race :kalashtar, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :strength-kalashtar-variant-}, :juggernaut {:race :warforged, :traits [{:description "When you hit with an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike.", :name "Iron Fists"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"}], :name "Juggernaut", :option-pack "Wayfinder's Guide to Eberron", :abilities {:orcpub.dnd.e5.character/str 2}, :key :juggernaut, :props {:saving-throw-advantage {:poisoned true}}}, :envoy-str-wis- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (STR-WIS)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-str-wis-, :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 1}}, :dexterity-handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Handling Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-handling-variant-}, :envoy-cha-int- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CHA-INT)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-int-, :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/int 1}}, :envoy-con-str- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CON-STR)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-con-str-, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1}}, :wisdom-passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Passage Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-passage-variant-}, :strength-half-orc-finding-variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Half-Orc Finding Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-half-orc-finding-variant-}, :mark-of-hospitality {:race :halfling, :traits [{:description "You know the cantrips friends and prestidigitation. Charisma is your spellcasting ability for them.", :name "Innkeeper's Charms"} {:description "When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll one Intuition die (a d4) and add the number rolled to the ability check.", :name "Ever Hospitable"}], :option-pack "Wayfinder's Guide to Eberron", :name "Mark of Hospitality", :abilities {:orcpub.dnd.e5.character/cha 1}, :spells [{:value {:key :friends, :ability :orcpub.dnd.e5.character/cha}} {:value {:key :prestidigitation, :ability :orcpub.dnd.e5.character/cha}}], :key :mark-of-hospitality}, :longtooth {:race :shifter, :traits [{:description "You have proficiency with the Intimidation skill.", :name "Fierce"} {:description "While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", :name "Shifting Feature"}], :name "Longtooth", :option-pack "Wayfinder's Guide to Eberron", :abilities {:orcpub.dnd.e5.character/str 2}, :props {:skill-prof {:intimidation true}}, :key :longtooth}, :dexterity-making-variant- {:race :human-mark-of-making-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Making Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-making-variant-}, :high-elf-variant-aereni {:race :elf, :traits [{:description "You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.", :name "Cantrip"} {:description "You can speak, read, and write one extra language of your choice. Enter this manually.", :name "Extra Language"} {:description "You forgo Elf Weapon Training and instead choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.", :name "Skill Expertise"}], :option-pack "Wayfinder's Guide to Eberron", :name "High Elf Variant: Aereni", :abilities {:orcpub.dnd.e5.character/int 1}, :spells [{:value {:ability :orcpub.dnd.e5.character/int}}], :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}}, :key :high-elf-variant-aereni}, :wildhunt {:race :shifter, :traits [{:description "You have proficiency with the Survival skill.", :name "Natural Tracker"} {:description "As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.", :name "Mark the Scent"} {:description "While shifted, you have advantage on Wisdom checks.", :name "Shifting Feature"}], :name "Wildhunt", :option-pack "Wayfinder's Guide to Eberron", :abilities {:orcpub.dnd.e5.character/wis 2}, :props {:skill-prof {:survival true}}, :key :wildhunt}, :intelligence-passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Passage Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-passage-variant-}, :envoy-con-dex- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CON-DEX)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-con-dex-, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 1}}, :constitution-detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Detection Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-detection-variant-}, :constitution-handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Handling Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-handling-variant-}, :high-elf-variant-valenar {:race :elf, :traits [{:description "You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.", :name "Cantrip"} {:description "You can speak, read, and write one extra language of your choice. Enter this manually.", :name "Extra Language"} {:description "You forgo Elf Weapon Training and instead gain proficiency with the scimitar, double scimitar, longbow, and shortbow.", :name "Valenar Weapon Training"}], :option-pack "Wayfinder's Guide to Eberron", :name "High Elf Variant: Valenar", :abilities {:orcpub.dnd.e5.character/int 1}, :spells [{:value {:ability :orcpub.dnd.e5.character/int}}], :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :weapon-prof {:longbow true, :scimitar true, :shortbow true}}, :key :high-elf-variant-valenar}, :envoy-dex-int- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (DEX-INT)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-dex-int-, :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 1}}, :envoy-dex-wis- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (DEX-WIS)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-dex-wis-, :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/wis 1}}, :charisma-human-finding-variant- {:race :human-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Human Finding Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-human-finding-variant-}, :swiftstride {:race :shifter, :traits [{:description "You have proficiency with the Acrobatics skill.", :name "Graceful"} {:description "Your walking speed increases by 5 feet.", :name "Swift Stride"} {:description "While shifted, your walking speed increases by 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.", :name "Shifting Feature"}], :name "Swiftstride", :option-pack "Wayfinder's Guide to Eberron", :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/dex 1}, :props {:skill-prof {:acrobatics true}}, :speed 35, :key :swiftstride}, :dexterity-detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Detection Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-detection-variant-}, :wisdom-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-sentinel-variant-}, :wisdom-handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Handling Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-handling-variant-}, :wisdom-kalashtar-variant- {:race :kalashtar, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-kalashtar-variant-}, :envoy-int-str- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (INT-STR)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-int-str-, :abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/str 1}}, :envoy-dex-str- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (DEX-STR)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-dex-str-, :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/str 1}}, :strength-storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Storm Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-storm-variant-}, :envoy-cha-con- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CHA-CON)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-con-, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/cha 1}}, :strength-detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Detection Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-detection-variant-}, :constitution-human-finding-variant- {:race :human-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Human Finding Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-human-finding-variant-}, :dexterity-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-sentinel-variant-}, :wood-elf-variant-aereni {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :wood-elf-variant-aereni, :name "Wood Elf Variant: Aereni", :option-pack "Wayfinder's Guide to Eberron", :props {:weapon-prof {:longbow false, :longsword false, :shortbow false, :shortsword false}}, :race :elf, :speed 35, :traits [{:description "You forgo Elf Weapon Training and instead choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.", :name "Skill Expertise"} {:name "Mask of the Wild", :description "You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena."}]}, :beasthide {:race :shifter, :traits [{:description "Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.", :name "Shifting Feature"} {:description "You have proficiency with the Athletics skill.", :name "Tough"}], :option-pack "Wayfinder's Guide to Eberron", :name "Beasthide", :abilities {:orcpub.dnd.e5.character/con 2}, :props {:skill-prof {:athletics true}}, :key :beasthide}, :wisdom-detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Detection Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-detection-variant-}, :dexterity-half-orc-finding-variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Half-Orc Finding Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-half-orc-finding-variant-}, :intelligence-making-variant- {:race :human-mark-of-making-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Making Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-making-variant-}, :constitution-kalashtar-variant- {:race :kalashtar, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-kalashtar-variant-}, :wisdom-storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Storm Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-storm-variant-}, :charisma-kalashtar-variant- {:race :kalashtar, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-kalashtar-variant-}, :intelligence-detection-variant- {:race :half-elf-mark-of-detection-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Detection Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-detection-variant-}, :skirmisher {:race :warforged, :traits [{:description "Your walking speed increases by 5 feet.", :name "Swift"} {:description "When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player's Handbook for information about travel pace.)", :name "Light Step"}], :name "Skirmisher", :option-pack "Wayfinder's Guide to Eberron", :abilities {:orcpub.dnd.e5.character/dex 2}, :speed 35, :key :skirmisher, :props {:saving-throw-advantage {:poisoned true}}}, :envoy-cha-dex- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CHA-DEX)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-dex-, :abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/cha 1}}, :envoy-cha-str- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CHA-STR)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-str-, :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/cha 1}}, :dexterity-changeling-variant- {:race :changeling, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Changeling Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-changeling-variant-}, :strength-passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Passage Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :strength-passage-variant-}, :charisma-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-sentinel-variant-}, :charisma-half-orc-finding-variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Half-Orc Finding Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-half-orc-finding-variant-}, :dexterity-storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Storm Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-storm-variant-}, :wisdom-half-orc-finding-variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Half-Orc Finding Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-half-orc-finding-variant-}, :envoy-con-int- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CON-INT)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-con-int-, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/int 1}}, :charisma-storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Storm Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-storm-variant-}, :envoy-con-wis- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CON-WIS)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-con-wis-, :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/wis 1}}, :intelligence-human-finding-variant- {:race :human-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Human Finding Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-human-finding-variant-}, :intelligence-handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Handling Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-handling-variant-}, :intelligence-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-sentinel-variant-}, :constitution-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-sentinel-variant-}, :envoy-cha-wis- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (CHA-WIS)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-cha-wis-, :abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/wis 1}}, :envoy-int-wis- {:race :warforged-envoy-, :traits [{:description "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Enter the tool proficiency manually.", :name "Specialized Design"} {:description "Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.", :name "Integrated Tool"}], :name "Envoy (INT-WIS)", :option-pack "Wayfinder's Guide to Eberron", :profs {:skill-options {:options {:religion true, :persuasion true, :investigation true, :acrobatics true, :performance true, :perception true, :sleight-of-hand true, :survival true, :history true, :animal-handling true, :nature true, :deception true, :intimidation true, :arcana true, :athletics true, :insight true, :medicine true, :stealth true}, :choose 1}}, :props {:language {:draconic false, :deep-speech false, :orc false, :dwarvish false, :gnomish false, :minotaur false, :aarakocra false, :sylvan false, :elvish false, :abyssal false, :infernal false, :aquan false, :celestial false, :common false, :gith false, :undercommon false, :primordial false, :quori false, :giant false, :auran false, :halfling false, :goblin false}, :damage-resistance {:poison false}, :saving-throw-advantage {:poisoned true}}, :key :envoy-int-wis-, :abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/wis 1}}, :intelligence-storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Storm Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-storm-variant-}, :wisdom-human-finding-variant- {:race :human-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Wisdom (Human Finding Variant)", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-human-finding-variant-}, :constitution-half-orc-finding-variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Half-Orc Finding Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-half-orc-finding-variant-}, :dexterity-kalashtar-variant- {:race :kalashtar, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-kalashtar-variant-}, :wood-elf-variant-valenar {:abilities {:orcpub.dnd.e5.character/wis 1}, :key :wood-elf-variant-valenar, :name "Wood Elf Variant: Valenar", :option-pack "Wayfinder's Guide to Eberron", :props {:weapon-prof {:longbow true, :longsword false, :shortbow true, :shortsword false, :scimitar true}}, :race :elf, :speed 35, :traits [{:description "You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", :name "Mask of the Wild"} {:name "Valenar Weapon Training", :description "You forgo Elf Weapon Training and instead gain proficiency with the scimitar, double scimitar, longbow, and shortbow."}]}, :mark-of-shadow {:race :elf, :traits [{:description "You gain proficiency with one musical instrument or the Performance skill. Enter this manually.", :name "Natural Talent"} {:description "When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.", :name "Gift of the Shadows"} {:description "You know the minor illusion cantrip. Charisma is your spellcasting ability for this trait.", :name "Shape Shadows"} {:description "You can use the Hide action as a bonus action, even if you have no cover or if you're under observation. Regardless of whether you succeed or fail, once you use this ability, you can't use it again until you finish a short or long rest.", :name "Slip Into Shadow"}], :option-pack "Wayfinder's Guide to Eberron", :name "Mark of Shadow", :abilities {:orcpub.dnd.e5.character/cha 1}, :spells [{:value {:key :minor-illusion, :ability :orcpub.dnd.e5.character/cha}}], :key :mark-of-shadow}, :intelligence-half-orc-finding-variant- {:race :half-orc-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Half-Orc Finding Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-half-orc-finding-variant-}, :strength-handling-variant- {:race :human-mark-of-handling-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Handling Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :strength-handling-variant-}, :charisma-passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Charisma (Passage Variant)", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-passage-variant-}, :intelligence-kalashtar-variant- {:race :kalashtar, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Kalashtar Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-kalashtar-variant-}, :constitution-passage-variant- {:race :human-mark-of-passage-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Passage Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-passage-variant-}, :intelligence-changeling-variant- {:race :changeling, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Intelligence (Changeling Variant)", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-changeling-variant-}, :dexterity-human-finding-variant- {:race :human-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Dexterity (Human Finding Variant)", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-human-finding-variant-}, :strength-sentinel-variant- {:race :human-mark-of-sentinel-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Sentinel Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :key :strength-sentinel-variant-}, :constitution-storm-variant- {:race :half-elf-mark-of-storm-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Constitution (Storm Variant)", :abilities {:orcpub.dnd.e5.character/con 1}, :key :constitution-storm-variant-}, :strength-human-finding-variant- {:race :human-mark-of-finding-, :traits [], :option-pack "Wayfinder's Guide to Eberron", :name "Strength (Human Finding Variant)", :abilities {:orcpub.dnd.e5.character/str 1}, :darkvision 60, :key :strength-human-finding-variant-}}, :orcpub.dnd.e5/feats {:greater-dragonmark-passage {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/con}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Passage", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making- false, :human-mark-of-passage- true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or Constitution ability score by 1, to a maximum of 20.\n• You learn the blink and teleportation circle spells, each of which you can cast once without expending a spell slot or using a material component. Constitution is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-passage}, :greater-dragonmark-shadow {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Shadow", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making- false, :human-mark-of-passage- false, :gnome false, :human-mark-of-sentinel- false, :elf true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Charisma or Dexterity ability score by 1, to a maximum of 20.\n• You learn the nondetection and mislead spells, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-shadow}, :greater-dragonmark-detection {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Detection", :path-prereqs {:race {:half-elf-mark-of-detection- true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Charisma or Intelligence ability score by 1, to a maximum of 20.\n• You learn the see invisibility and true seeing spells, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-detection}, :greater-dragonmark-healing {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Healing", :path-prereqs {:race {:half-elf-mark-of-detection- false, :halfling true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or Wisdom ability score by 1, to a maximum of 20.\n• You learn the mass healing word and greater restoration spells, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-healing}, :greater-dragonmark-storm {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Storm", :path-prereqs {:race {:half-elf-mark-of-detection- false, :elf false, :human-mark-of-making- false, :human-mark-of-sentinel- false, :half-elf-mark-of-storm- true, :gnome false, :human-mark-of-passage- false, :human-mark-of-handling- false, :halfling false}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Charisma or Dexterity ability score by 1, to a maximum of 20.\n• You learn the control water and control wind spells, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-storm}, :greater-dragonmark-warding {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Warding", :path-prereqs {:race {:half-elf-mark-of-detection- false, :elf false, :human-mark-of-making- false, :human-mark-of-sentinel- false, :half-elf-mark-of-storm- false, :gnome false, :dwarf true, :human-mark-of-passage- false, :human-mark-of-handling- false, :halfling false}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or Intelligence ability score by 1, to a maximum of 20.\n• You learn the knock, glyph of warding, and leomund's secret chest spells, each of which you can cast once without expending a spell slot or using a material component. To cast Leomund's secret chest using this feat and the Mark of Warding, you must have a Siberys dragonshard with a value of at least 100 gp. While you have this dragonshard in hand, it serves as the spell's focus, and you can use it to summon and dismiss the chest. Intelligence is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-warding}, :greater-dragonmark-handling {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Handling", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or Wisdom ability score by 1, to a maximum of 20.\n• You learn the beast sense and dominate beast spells, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-handling}, :greater-dragonmark-finding {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/wis}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Finding", :path-prereqs {:race {:half-elf-mark-of-detection- false, :half-orc-mark-of-finding- true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Dexterity, Strength or Wisdom ability score by 1, to a maximum of 20.\n• You learn the locate creature and find the path spells, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-finding}, :greater-dragonmark-sentinel {:ability-increases #{:orcpub.dnd.e5.character/wis :orcpub.dnd.e5.character/str}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Sentinel", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making- false, :human-mark-of-passage- false, :gnome false, :human-mark-of-sentinel- true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Strength or Wisdom ability score by 1, to a maximum of 20.\n• You learn the compelled duel and warding bond spells, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a short or long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-sentinel}, :aberrant-dragonmark {:ability-increases #{:orcpub.dnd.e5.character/con}, :prereqs #{}, :name "Aberrant Dragonmark", :option-pack "Wayfinder's Guide to Eberron", :description "Prerequisite: No existing Dragonmark.\nYou have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:\n\nYou learn a cantrip from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it at its lowest level. Once you cast it you must finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells.\n\nYou can increase the power of your aberrant spells at the risk of your own vitality. When you cast a spell with your aberrant mark, you can use one of your Hit Dice to increase the spell's level by 1. Immediately after you cast the spell, roll the Hit Die. You take damage equal to the number rolled.", :key :aberrant-dragonmark}, :revenant-blade {:ability-increases #{:orcpub.dnd.e5.character/str :orcpub.dnd.e5.character/dex}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Revenant Blade", :description "You are descended from a master of the double blade and their skills have passed on to you. You gain the following benefits:\n\nWhile wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC.\n\nOn your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon's damage die for this attack increases to 2d4, instead of 1d4.", :key :revenant-blade, :path-prereqs {:race {:elf true}}}, :greater-dragonmark-hospitality {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Hospitality", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false, :halfling true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Charisma or Dexterity ability score by 1, to a maximum of 20.\n• You learn the sanctuary and mordenkainen's magnificent mansion spells, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-hospitality}, :greater-dragonmark-making {:ability-increases #{:orcpub.dnd.e5.character/dex :orcpub.dnd.e5.character/int}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Making", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making- true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Dexterity or Intelligence ability score by 1, to a maximum of 20.\n• You learn the fabricate and creation spells, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-making}, :greater-dragonmark-scribing {:ability-increases #{:orcpub.dnd.e5.character/int :orcpub.dnd.e5.character/cha}, :prereqs #{}, :option-pack "Wayfinder's Guide to Eberron", :name "Greater Dragonmark: Scribing", :path-prereqs {:race {:half-elf-mark-of-detection- false, :human-mark-of-handling- false, :halfling false, :human-mark-of-making- false, :human-mark-of-passage- false, :gnome true}}, :description "Prerequisite: 8th level\nYour dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:\n• The die type of your dragonmarked Intuition Die increases by one. \n• Increase your Intelligence or Charisma ability score by 1, to a maximum of 20.\n• You learn the sending and tongues spells, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a short or long rest in order to regain the use of these spells.", :props {:ritual-casting false}, :key :greater-dragonmark-scribing}}, :orcpub.dnd.e5/backgrounds {:house-agent-deneith {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item.", :name "Equipment"}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Deneith", :profs {:skill {:investigation true, :persuasion true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-deneith}, :house-agent-orien {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Orien", :profs {:skill {:investigation true, :persuasion true}, :tool {:land-vehicles true}, :tool-options {:gaming-set 1}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-orien}, :house-agent-thuranni {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item.", :name "Equipment"}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Thuranni", :profs {:skill {:investigation true, :persuasion true}, :tool {:poisoners-tools true}, :tool-options {:musical-instrument 1}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-thuranni}, :house-agent-jorasco {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Jorasco", :profs {:skill {:investigation true, :persuasion true}, :tool {:alchemists-supplies true, :herbalism-kit true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-jorasco}, :house-agent-cannith {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Cannith", :profs {:skill {:investigation true, :persuasion true}, :tool {:alchemists-supplies true, :tinkers-tools true}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-cannith}, :house-agent-vadalis {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item.", :name "Equipment"}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Vadalis", :profs {:skill {:investigation true, :persuasion true}, :tool {:land-vehicles true, :herbalism-kit true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-vadalis}, :house-agent-phiarlan {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Phiarlan", :profs {:skill {:investigation true, :persuasion true}, :tool {:disguise-kit true}, :tool-options {:musical-instrument 1}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-phiarlan}, :house-agent-ghallanda {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item.", :name "Equipment"}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Ghallanda", :profs {:skill {:investigation true, :persuasion true}, :tool {:brewers-supplies true, :cooks-utensils true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-ghallanda}, :house-agent-tharashk {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item.", :name "Equipment"}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Tharashk", :profs {:skill {:investigation true, :persuasion true}, :tool {:thieves-tools true}, :tool-options {:gaming-set 1}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-tharashk}, :house-agent-lyrandar {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Lyrandar", :profs {:skill {:investigation true, :persuasion true}, :tool {:water-vehicles true, :navigators-tools true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-lyrandar}, :house-agent-medani {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Medani", :profs {:skill {:investigation true, :persuasion true}, :tool {:thieves-tools true, :disguise-kit true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-medani}, :house-agent-sivis {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Sivis", :profs {:skill {:investigation true, :persuasion true}, :tool {:calligraphers-supplies true, :forgery-kit true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-sivis}, :house-agent-kundarak {:traits [{:name "House Connections", :description "As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of inn keepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house."} {:name "Equipment", :description "You possess ID papers identifying you as an agent of your house. Enter this manually as a custom item."}], :option-pack "Wayfinder's Guide to Eberron", :name "House Agent: Kundarak", :profs {:skill {:investigation true, :persuasion true}, :tool {:tinkers-tools true, :thieves-tools true}, :tool-options {}}, :equipment {:clothes-fine 1, :signet-ring 1, :purse 1}, :treasure {:gp 20}, :key :house-agent-kundarak}}, :disabled? false}, "DMSG - Tortle Package (Qozux#0442)" {:orcpub.dnd.e5/languages {:aquan {:key :aquan, :name "Aquan", :option-pack "Tortle: Tomb of Annihilation Supplement"}}, :orcpub.dnd.e5/races {:tortle {:key :tortle, :speed 30, :name "Tortle", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Tortle: Tomb of Annihilation Supplement", :languages #{"Aquan" "Common"}, :props {:skill-prof {:survival true}, :tortle-ac true}, :traits [{:description "Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for unarmed strike.", :name "Claws"} {:description "You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.", :name "Hold Breath"} {:description "You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 9 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.", :name "Shell Defense"} {:description "Due to your shell and the shape of your body, you are ill-suited tow wearing armor. Your shell provides sample protection, however, it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.", :name "Natural Armor"}]}}}, "Guildmaster's Guide to Ravnica" {:orcpub.dnd.e5/subclasses {:circle-of-spores {:class :druid, :traits [{:name "Halo of Spores", :level 2, :description "Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash the on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level."} {:name "Symbiotic Entity", :level 2, :description "At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 5 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:\n• When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.\n• Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.\nThese benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again."} {:name "Fungal Infestation", :level 6, :description "At 6th level, your spores gain the ability to infest a humanoid corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.\n\nIn combat, the zombie's turn is immediately after yours. It obeys mental commands, and the only action it can take is the Attack action, making one melee attack.\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."} {:name "Spreading Spores", :level 10, :description "At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.\n\nWhenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.\n\nWhile the cube of spores persists, you can't use your Halo of Spores reaction."} {:name "Fungal Body", :level 14, :description "At 14th level, the fungal spores in your body alter you; you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated."}], :level-modifiers [{:type :spell, :level 2, :value {:key :chill-touch, :ability :orcpub.dnd.e5.character/wis}} {:type :spell, :level 3, :value {:level 2, :key :blindness-deafness, :ability :orcpub.dnd.e5.character/wis}} {:type :spell, :level 3, :value {:level 2, :ability :orcpub.dnd.e5.character/wis, :key :gentle-repose}} {:type :spell, :level 5, :value {:level 3, :ability :orcpub.dnd.e5.character/wis, :key :animate-dead}} {:type :spell, :level 5, :value {:level 3, :ability :orcpub.dnd.e5.character/wis, :key :gaseous-form}} {:type :spell, :level 7, :value {:level 4, :ability :orcpub.dnd.e5.character/wis, :key :blight}} {:type :spell, :level 7, :value {:level 4, :ability :orcpub.dnd.e5.character/wis, :key :confusion}} {:type :spell, :level 9, :value {:level 5, :ability :orcpub.dnd.e5.character/wis, :key :cloudkill}} {:type :spell, :level 9, :value {:level 5, :ability :orcpub.dnd.e5.character/wis, :key :contagion}}], :option-pack "Guildmasters' Guide to Ravnica", :name "Circle of Spores", :key :circle-of-spores}, :order-domain {:class :cleric, :traits [{:name "Bonus Proficiencies", :description "When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice)."} {:name "Voice of Authority", :description "Starting at 1st level, you can invoke the power ow law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.\n\nIf the spell targets more than one ally, you choose the ally who can make the attack."} {:name "Channel Divinity: Order's Demand", :level 2, :description "Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.\n\nAs an action, you present your holy symbol and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw."} {:level 6, :name "Embodiment of the Law", :description "At 6th level, you become remarkably adept at channeling magical energy to compel others.\n\nIf you cast a spell of the enchantment school using a spell slot of 1st level or higher you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.\n\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."} {:level 8, :name "Divine Strike", :description "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8."} {:level 17, :name "Order's Wrath", :description "Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn."}], :level-modifiers [{:type :armor-prof, :value :heavy}], :option-pack "Guildmasters' Guide to Ravnica", :name "Order Domain", :key :order-domain, :cleric-spells {1 {0 :command, 1 :heroism}, 2 {0 :hold-person, 1 :zone-of-truth}, 3 {0 :mass-healing-word, 1 :slow}, 4 {0 :compulsion, 1 :locate-creature}, 5 {0 :commune, 1 :dominate-person}}, :profs {:skill-options {:options {:intimidation true, :persuasion true}}}}}, :orcpub.dnd.e5/spells {:encode-thoughts {:description "Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.\n\nIf you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.\n\nCasting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)", :key :encode-thoughts, :school "enchantment", :name "Encode Thoughts", :duration "8 hours", :level 0, :option-pack "Guildmasters' Guide to Ravnica", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self"}, :encode-thoughts-dimir-guild- {:description "Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.\n\nIf you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.\n\nCasting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)", :key :encode-thoughts-dimir-guild-, :school "enchantment", :name "Encode Thoughts (Dimir Guild)", :duration "Up to 8 hours", :level 0, :option-pack "Guildmasters' Guide to Ravnica", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :chaos-bolt-izzet- {:description "You hurl an undulating, warbling mass of chaotic energy at one creature in range . Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.\n\nl Acid\n2 Cold\n3 Fire\n4 Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\n\nIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll , which could cause the chaotic energy to leap again. A creature can be targeted only once by this casting of the spell.\n\nAt Higher Levels. When you cast this spell using a spell s lot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st", :key :chaos-bolt-izzet-, :school "evocation", :name "Chaos Bolt (Izzet)", :duration "Instantaneous", :level 1, :option-pack "Guildmasters' Guide to Ravnica", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}}, :orcpub.dnd.e5/races {:centaur {:key :centaur, :speed 40, :name "Centaur", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :profs {:skill-options {:options {:animal-handling true, :medicine true, :nature true, :survival true}}}, :languages #{"Common" "Sylvan"}, :traits [{:description "Your creature type is fey, rather than humanoid.", :name "Fey"} {:description "If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.", :name "Charge"} {:description "Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", :name "Hooves"} {:description "You count as one size larger when determining your carrying capacity and the weight you can push or drag.\n\nIn addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.", :name "Equine Build"}]}, :goblin {:key :goblin, :speed 30, :name "Goblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/con 1}, :size :small, :option-pack "Guildmasters' Guide to Ravnica", :languages #{"Common" "Goblin"}, :traits [{:description "When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.", :name "Fury of the Small"} {:description "You can take the Disengage or Hide action as a bonus action on each of your turns.", :name "Nimble Escape"}]}, :loxodon {:size :medium, :speed 30, :languages #{"Common" "Loxodon"}, :traits [{:description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", :name "Powerful Build"} {:description "You have advantage on saving throws against being charmed or frightened.", :name "Loxodon Serenity"} {:description "You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.", :name "Natural Armor"} {:description "You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your GM might allow other simple tasks to be added to that list of options.\n\nYour trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.", :name "Trunk"} {:description "Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.", :name "Keen Smell"}], :option-pack "Guildmasters' Guide to Ravnica", :name "Loxodon", :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis 1}, :key :loxodon}, :minotaur {:key :minotaur, :speed 30, :name "Minotaur", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :profs {:skill-options {:options {:intimidation true, :persuasion true}}}, :languages #{"Common" "Minotaur"}, :traits [{:description "Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to ld6 + your Strength modifier. instead of the bludgeoning damage normal for an unarmed strike.", :name "Horns"} {:description "Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.", :name "Goring Rush"} {:description "Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.", :name "Hammering Horns"}]}, :vedalken {:key :vedalken, :speed 30, :name "Vedalken", :abilities {:orcpub.dnd.e5.character/int 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :profs {:skill-options {:options {:arcana true, :history true, :investigation true, :medicine true, :performance true, :sleight-of-hand true}}, :language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common" "Vedalken"}, :traits [{:description "You have advantage on all Intelligence, Wisdom, and Charisma saving throws.", :name "Vedalken Dispassion"} {:description "You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Enter the tool proficiency manually.\n\nWhenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.", :name "Tireless Precision"} {:description "By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.", :name "Partially Amphibious"}]}, :simic-hybrid {:key :simic-hybrid, :speed 30, :name "Simic Hybrid", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2}, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :profs {:language-options {:options {:elvish true}, :choose 1}}, :languages #{"Common"}, :traits [{:name "Animal Enhancement", :description "Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.\n\nAt 1st level, choose one of the following options:\n• Manta Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.\n• Nimble Climber. You have a climbing speed equal to your walking speed.\n• Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.\n\nAt 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:\n• You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to l d6 +your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items. or other specialized equipment.\n• Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.\n• Acid Spit. As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3dl0) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest."} {:name "Languages", :description "Languages. You can speak, read, and write Common and your choice of Elvish or Vedalken. If you choose Vedalken, enter it manually."}]}}, :orcpub.dnd.e5/languages {:sphinx {:option-pack "Guildmasters' Guide to Ravnica", :name "Sphinx", :key :sphinx}, :merfolk {:option-pack "Guildmasters' Guide to Ravnica", :name "Merfolk", :key :merfolk}, :vedalken {:name "Vedalken", :option-pack "Guildmasters' Guide to Ravnica", :description "You can speak, read, and write Vedalken.", :key :vedalken}, :kraul {:option-pack "Guildmasters' Guide to Ravnica", :name "Kraul", :description "You can speak, read, and write Kraul.", :key :kraul}, :loxodon {:name "Loxodon", :option-pack "Guildmasters' Guide to Ravnica", :description "You can speak, read, and write Loxodon.", :key :loxodon}}, :orcpub.dnd.e5/backgrounds {:golgari-agent {:traits [{:description "You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren't in combat, you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe.", :name "Undercity Paths"} {:description "Prerequisite: Spellcasting or Pact Magic class feature\n\nFor you, the spells on the Golgari Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\n\nCantrip - dancing lights, spare the dying\nlst - entangle, ray of sickness\n2nd - protection from poison, ray of enfeeblement, spider climb\n3rd - animate dead, plant growth\n4th - giant insect, grasping vine\n5th - cloudkill, insect plague", :name "Golgari Guild Spells"}], :option-pack "Guildmasters' Guide to Ravnica", :name "Golgari Agent", :profs {:skill {:nature true, :survival true}, :tool {:poisoners-tools true}, :language-options {:choose 1, :options {:any true}}}, :treasure {:gp 10}, :equipment {:clothes-common 1, :poisoners-tools 1, :pouch 1}, :key :golgari-agent}, :selesnya-initiate {:traits [{:name "Conclave's Shelter", :description "As a member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort.\n\nIn addition, as a guild member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells."} {:name "Selesnya Guild Spells", :description "Prerequisite: Spellcasting or Pact Magic class feature\n\nFor you, the spells on the Selesnya Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\n\nCantrip - druidcraft, friends\n1st - aid, animal friendship, charm person\n2nd - animal messenger, calm emotions, warding bond\n3rd - plant growth, speak with plants\n4th - aura of life, conjure minor elementals\n5th - awaken, commune with nature"}], :option-pack "Guildmasters' Guide to Ravnica", :name "Selesnya Initiate", :profs {:skill {:nature true, :persuasion true}, :language-options {:choose 1, :options {:any true}}, :tool-options {:artisans-tool 1}}, :equipment {:clothes-common 1, :healer-s-kit 1, :robes 1, :pouch 1}, :treasure {:gp 5}, :key :selesnya-initiate}, :rakdos-cultist {:traits [{:name "Fearsome Reputation", :description "People recognize you as a member of the Cult of Rakdos, and they're careful not to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most people are too daunted by you to report your wrongdoing to the Azorius."} {:name "Rakdos Guild Spells", :description "Prerequisite: Spellcasting or Pact Magic class feature\n\nFor you, the spells on the Rakdos Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\n\nCantrip - fire bolt, vicious mockery\n1st - burning hands, dissonant whispers, hellish rebuke\n2nd - crown of madness, enthrall, flaming sphere\n3rd - fear, haste\n4th - confusion, wall of fire\n5th - dominate person"}], :option-pack "Guildmasters' Guide to Ravnica", :name "Rakdos Cultist", :profs {:skill {:acrobatics true, :performance true}, :language-options {:choose 1, :options {:any true}}, :tool-options {:musical-instrument 1}}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :equipment {:costume 1, :lantern-hooded 1, :chain 1, :tinderbox 1, :torch 1, :pouch 1, :clothes-common 1, :bottle-glass 1}, :treasure {:gp 10}, :key :rakdos-cultist}, :orzhov-representative {:traits [{:description "You can exert leverage over one or more individuals below you in the guild's hierarchy and demand their help as needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater positions of power.", :name "Leverage"} {:description "Prerequisite: Spellcasting or Pact Magic class feature\n\nFor you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\n\nCantrip - friends, guidance\nlst - command, illusory script\n2nd - enthrall, ray of enfeeblement, zone of truth\n3rd - bestow curse, speak with dead, spirit guardians\n4th - blight, death ward, Leomund's secret chest\n5th - geas", :name "Orzhov Guild Spells"}], :option-pack "Guildmasters' Guide to Ravnica", :name "Orzhov Representative", :profs {:skill {:intimidation true, :religion true}, :language-options {:choose 2, :options {:any true}}}, :equipment {:clothes-fine 1, :vestements 1, :pouch 1}, :treasure {:gp 10}, :key :orzhov-representative}, :gruul-anarch {:traits [{:description "You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day.", :name "Rubblebelt Refuge"} {:description "Prerequisite: Spellcasting or Pact Magic class feature\n\nFor you, the spells on the Gruul Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\n\nCantrip - fire bolt, produce flame\n1st - compelled duel, speak with animals, thunderwave\n2nd - beast sense, shatter\n3rd - conjure animals, conjure barrage\n4th - dominate beast, stoneskin\n5th - destructive wave", :name "Gruul Guild Spells"}], :option-pack "Guildmasters' Guide to Ravnica", :name "Gruul Anarch", :profs {:skill {:animal-handling true, :athletics true}, :tool {:herbalism-kit true}, :language-options {:choose 1, :options {:any true}}}, :equipment {:herbalism-kit 1, :hunting-trap 1, :clothes-traveler-s 1, :pouch 1}, :treasure {:gp 10}, :key :gruul-anarch}, :boros-legionnaire {:traits [{:name "Legion Station", :description "You have an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures."} {:name "Boros Guild Spells", :description "Prerequisite: Spellcasting or Pact Magic class feature\n\nFor you, the spells on the Boros Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\n\nCantrip - fire bolt, sacred flame\nlst - guiding bolt, heroism\n2nd - aid, scorching ray\n3rd - beacon of hope, blinding smite\n4th - death ward, wall of fire\n5th - flame strike"}], :option-pack "Guildmasters' Guide to Ravnica", :name "Boros Legionnaire", :profs {:skill {:athletics true, :intimidation true}, :tool-options {:gaming-set 1}, :language-options {:choose 1, :options {:any true}}}, :equipment {:pouch 1, :clothes-common 1}, :treasure {:gp 2}, :key :boros-legionnaire}, :dimir-operative {:traits [{:description "You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.\n\nWhenever you choose, you can drop this identity and blend into the guildless masses of the city.\n\nConsider why you're embedded in the secondary guild. Create a story with your DM, inspired by rolling on the table on page 46 or choosing a reason that suits you.", :name "False Identity"} {:name "Dimir Guild Spells", :description "Prerequisite: Spellcasting or Pact Magic class feature\n\nFor you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\n\nCantrip - encode thoughts, mage hand\n1st - disguise self, sleep\n2nd - detect thoughts, pass without trace\n3rd - gaseous form, meld into stone, nondetection\n4th - arcane eye, freedom of movement\n5th - modify memory"}], :option-pack "Guildmasters' Guide to Ravnica", :name "Dimir Operative", :profs {:skill {:deception true, :stealth true}, :language-options {:choose 1, :options {:any true}}, :tool {:disguise-kit true}}, :equipment {:clothes-common 1, :knife-small 1}, :key :dimir-operative}, :simic-scientist {:traits [{:name "Researcher", :description "When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets.\n\nYour DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign."} {:name "Simic Guild Spells", :description "Prerequisite: Spellcasting or Pact Magic class feature\n\nFor you, the spells on the Simic Guild Spel1s table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\n\nCantrip - acid splash, druidcraft\nlst - detect poison and disease, expeditious retreat, jump\n2nd - alter self, enhance ability, enlarge/reduce\n3rd - gaseous form, water breathing, wind wall\n4th - freedom of movement, polymorph\n5th - creation"}], :option-pack "Guildmasters' Guide to Ravnica", :name "Simic Scientist", :profs {:skill {:arcana true, :medicine true}, :language-options {:choose 2, :options {:any true}}}, :equipment {:pouch 1, :clothes-common 1, :acid 1, :oil 1, :book 1, :ink-pen 1, :bottle-glass 1, :vial 1, :ink 1}, :treasure {:gp 10}, :key :simic-scientist}, :izzet-engineer {:traits [{:description "The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture- primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.\n\nYou have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions.", :name "Urban Infrastructure"} {:name "Izzet Guild Spells", :description "Prerequisite: Spellcasting or Pact Magic class feature\n\nFor you, the spells on the Izzet Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\n\nCantrip - produce flame, shocking grasp\n1st - chaos bolt, create or destroy water, unseen servant\n2nd - heat metal, rope trick\n3rd - call lightning, elemental weapon, glyph of warding\n4th - conjure minor elementals, divination, Otiluke's resilient sphere\n5th - animate objects, conjure elemental"}], :option-pack "Guildmasters' Guide to Ravnica", :name "Izzet Engineer", :profs {:skill {:arcana true, :investigation true}, :language-options {:choose 1, :options {:any true}}, :tool-options {:artisans-tool 1}}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :equipment {:clothes-common 1, :hammer 1, :block-and-tackle 1, :pouch 1}, :treasure {:gp 5}, :key :izzet-engineer}, :azorius-functionary {:traits [{:name "Legal Authority", :description "You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you're dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position."} {:name "Azorius Guild Spells", :description "Prerequisite: Spellcasting or Pact Magic class feature\n\nFor you, the following spells are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)\n\nSpell Level\nCantrip - friends, message\n1st - command, ensnaring strike\n2nd - arcane lock, calm emotions, hold person\n3rd - clairvoyance, counterspell\n4th - compulsion, divination\n5th - dominate person"}], :option-pack "Guildmasters' Guide to Ravnica", :name "Azorius Functionary", :profs {:skill {:insight true, :intimidation true}, :language-options {:choose 2, :options {:any true}}}, :equipment {:ink-pen 1, :ink 1, :bottle-glass 1, :clothes-fine 1, :pouch 1}, :treasure {:gp 10}, :key :azorius-functionary}}, :orcpub.dnd.e5/monsters {:zegana {:legendary-actions {:description "Zegana can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zegana regains spent legendary actions at the start of her turn. "}, :key :zegana, :int 20, :speed "30 ft., swim 40 ft.", :name "Zegana", :alignment "lawful neutral", :cha 16, :hit-points {:die-count 20, :die 8, :modifier 40}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 16, :skills {:insight 9, :nature 10, :perception 9}, :str 11, :saving-throws {:int 10, :wis 9}, :challenge 16, :con 14, :dex 14, :wis 18, :props {:language {:common true, :elvish true, :merfolk true}, :damage-resistance {:cold true, :poison true}}, :traits [{:name "Amphibious", :description "Zegana can breathe air and water."} {:name "Legendary Resistance (3/Day)", :description "If Zegana fails a saving throw, she can choose to succeed instead. "} {:name "Magic Resistance", :description "Zegana has advantage on saving throws against spells and other magical effects. "} {:name "Spellcasting", :description "Zegana is a 15th-level Simic spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She has the following wizard spells prepared: \nCantrips (at will): acid splash, druidcraft, ray of frost, shape water \n1st level (4 slots): color spray, expeditious retreat, fog cloud, shield \n2nd level (3 slots): enlarge/reduce, gust of wind \n3rd level (3 slots): counterspell, fly, slow \n4th level (3 slots): control water, ice storm, polymorph \n5th level (2 slots): conjure elemental, creation \n6th level (1 slot): move earth, wall of ice \n7th level (1 slot): prismatic spray, teleport \n8th level (1 slot): control weather, dominate monster "} {:type :action, :name "Prime Speaker's Trident", :description "Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the trident emits a thunderous boom. Each creature in a 15-foot cube originating from the prongs of the trident must make a DC 18 Constitution saving throw. On a failed save, the creature takes 9 (2d8) thunder damage and is pushed 10 feet away from Zegana. If the creature is underwater, the damage is increased to 13 (3d8). On a successful save, the creature takes half as much damage and isn't pushed."} {:type :action, :name "Deluge (Recharge 4-6)", :description "Zegana conjures a wave of water that crashes down on an area within 120 feet of her. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water spreads out across the ground, extinguishing unprotected flames it comes in contact with, and then vanishes."} {:type :legendary-action, :name "Adaptive Skin", :description "Zegana gains resistance to one damage type of her choice-acid, fire, lightning, or thunder-until the start of her next turn."} {:type :legendary-action, :name "Trident", :description "Zegana makes one melee attack with the Prime Speaker's Trident. "} {:type :legendary-action, :name "Enlarge (Costs 2 Actions)", :description "Zegana casts enlarge/reduce on herself, using the enlarge option, without expending a spell slot. "} {:type :legendary-action, :name "Deluge (Costs 3 Actions)", :description "Zegana uses Deluge, if available."}]}, :hybrid-brute {:key :hybrid-brute, :int 8, :speed "30 ft.", :name "Hybrid Brute", :alignment "neutral good", :cha 9, :hit-points {:die-count 8, :die 8, :modifier 16}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :str 18, :challenge 2, :con 15, :dex 11, :wis 11, :props {:language {:common-plus-any-one-language- true}}, :traits [{:name "Amphibious", :description "The hybrid can breathe air and water. "} {:type :action, :name "Multiattack", :description "The hybrid makes two claw attacks. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage."}]}, :rakdos-lampooner {:key :rakdos-lampooner, :int 12, :speed "30 ft.", :name "Rakdos Lampooner", :alignment "chaotic evil", :cha 18, :hit-points {:die-count 5, :die 8, :modifier 5}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 12, :skills {:deception 6, :performance 6}, :str 11, :challenge 2, :con 13, :dex 12, :wis 9, :props {:language {:common-plus-any-one-language- true}}, :traits [{:name "Spellcasting", :description "The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following bard spells: \nCantrips (at will): dancing lights, minor illusion, vicious mockery \n1st level (4 slots): bane, dissonant whispers, silent image, Tasha's hideous laughter, thunderwave \n2nd level (3 slots): crown of madness, enthrall, suggestion "} {:type :action, :name "Club", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. "}]}, :master-chemister-grozgrox- {:key :master-chemister-grozgrox-, :int 17, :speed "30 ft.", :name "Master Chemister Grozgrox ", :alignment "chaotic neutral", :cha 11, :hit-points {:die-count 9, :die 8}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 12, :skills {:arcana 6, :history 6}, :str 9, :saving-throws {:int 6, :wis 4}, :challenge 6, :con 11, :dex 14, :wis 12, :props {:language {:any-four-languages true}}, :traits [{:name "Spellcasting", :description "The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:\nCantrips (at will): fire bolt, light, mage hand, prestidigitation\n1st level (4 slots): detect magic, mage armor, magic missile, shield\n2nd level (3 slots): misty step, suggestion\n3rd level (3 slots): counterspell, fireball, fly\n4th level (3 slots): greater invisibility, ice storm\n5th level (1 slot): cone of cold"} {:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."}]}, :rakdos {:legendary-actions {:description "Rakdos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Rakdos regains spent legendary actions at the start of his turn. "}, :key :rakdos, :int 14, :speed "40 ft., fly 80 ft. ", :name "Rakdos", :alignment "chaotic evil", :cha 30, :hit-points {:die-count 24, :die 20, :modifier 144}, :type :fiend, :size :huge, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 20, :skills {:intimidation 17, :performance 17, :persuasion 17}, :str 26, :saving-throws {:str 15, :con 13, :wis 11, :cha 17}, :challenge 24, :con 22, :dex 15, :wis 18, :props {:language {:abyssal true, :common true}, :damage-resistance {:necrotic true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true, :poison true}, :condition-immunity {:charmed true, :frightened true, :poisoned true}}, :traits [{:name "Captivating Presence", :description "Any creature that starts its turn within 30 feet of Rakdos must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by Rakdos for 1 minute or until the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Rakdos's Captivating Presence for 24 hours. "} {:name "Cruel Entertainment", :description "When a creature Rakdos can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points. "} {:name "Innate Spellcasting", :description "Rakdos's spellcasting ability is Charisma (spell save DC 25). He can innately cast hellish rebuke (at 5th level) at will, requiring no material components."} {:name "Legendary Resistance (3/Day)", :description "If Rakdos fails a saving throw, he can choose to succeed instead. "} {:name "Magic Resistance", :description "Rakdos has advantage on saving throws against spells and other magical effects. "} {:name "Magic Weapons", :description "Rakdos's weapon attacks are magical."} {:type :action, :name "Multiattack", :description "Rakdos makes two attacks with his Curtain-Call Scythe or his claws. "} {:type :action, :name "Curtain-CalI Scythe", :description "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage plus 13 (3d8) fire damage. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. "} {:type :legendary-action, :name "Sadistic Revelry", :description "Each creature within 60 feet of Rakdos that is his ally or is charmed by him must use its reaction to move up to half its speed toward the creature closest to it that it can see, provided it isn't already within S feet of that creature. It then must make one melee attack against that creature if it is able to do so. "} {:type :legendary-action, :name "Scythe (Costs 2 Actions)", :description "Rakdos uses Curtain-Call Scythe. "} {:type :legendary-action, :name "Touch of Pain (Costs 3 Actions)", :description "Rakdos makes a claw attack against one creature within 10 feet of him. The target must succeed on a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can't maintain concentration on a spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "}]}, :frontline-medic {:key :frontline-medic, :int 10, :speed "30 ft. ", :name "Frontline Medic", :alignment "lawful good", :cha 12, :hit-points {:die-count 3, :die 8, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 20, :skills {:medicine 5, :perception 3}, :str 15, :challenge 0.25, :con 14, :dex 10, :wis 13, :props {:language {:any-one-language-usually-common- true}}, :traits [{:name "Spellcasting", :description "The medic is a 3rd-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 11). The medic has the following cleric spells prepared: \nCantrips (at will): mending, resistance, spare the dying \n1st level (4 slots): cure wounds, sanctuary \n2nd level (2 slots): aid, lesser restoration "} {:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. "}]}, :hybrid-shocker {:key :hybrid-shocker, :int 10, :speed "30 ft. ", :name "Hybrid Shocker", :alignment "neutral good", :cha 9, :hit-points {:die-count 6, :die 8, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 12, :str 13, :challenge 1, :con 14, :dex 14, :wis 12, :props {:language {:common-plus-any-one-language- true}, :damage-immunity {:lightning true}}, :traits [{:name "Electrified Body", :description "Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. "} {:name "Illumination", :description "The hybrid sheds bright light in a 10-foot radius and dim light for an additional 10 feet."} {:type :action, :name "Multiattack", :description "The hybrid makes two attacks: one with its shocking touch and one with its tentacles."} {:type :action, :name "Shocking Touch", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d8) lightning damage. "} {:type :action, :name "Tentacles", :description "Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: The target is grappled (escape DC 11), and the hybrid pulls the target up to 15 feet straight toward it. Until this grapple ends, the target takes 5 (1d10) lightning damage at the start of each of its turns, and the hybrid shocker can't use its tentacles on another creature. "}]}, :loading-rig {:key :loading-rig, :int 1, :speed "25 ft.", :name "Loading Rig", :alignment "unaligned", :cha 1, :hit-points {:die-count 6, :die 10}, :type :construct, :size :large, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :str 18, :challenge 1, :con 13, :dex 11, :wis 3, :props {:damage-immunity {:poison true, :psychic true}, :condition-immunity {:blinded true, :charmed true, :deafened true, :frightened true, :paralyzed true, :petrified true, :poisoned true}}, :traits [{:description "The rig is incapacitated while in the area of an anti magic field. If targeted by dispel magic, the rig must succeed on a Constitution saving throw against the caster 's spell save DC or fall unconscious for 1 minute.", :name "Antimagic Susceptibility"} {:description "If the rig takes damage, it must succeed on a DC 10 Constitution saving throw or be incapacitated with a speed of 0 until a creature activates it with a successful DC 10 Intelligence (Arcana) check made as an action.", :name "Unstable"} {:description "The armor makes two melee attacks.", :name "Multiattack", :type :action} {:name "Slam", :type :action, :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (l d6 + 4) bludgeoning damage."}]}, :sunder-shaman {:key :sunder-shaman, :int 10, :speed "40 ft. ", :name "Sunder Shaman", :alignment "chaotic neutral", :cha 9, :hit-points {:die-count 12, :die 12, :modifier 60}, :type :giant, :size :huge, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 20, :skills {:athletics 10, :perception 5}, :str 23, :saving-throws {:dex 6, :con 9, :wis 5}, :challenge 10, :con 21, :dex 15, :wis 12, :props {:language {:giant true}}, :traits [{:name "Reckless", :description "At the start of its turn, the giant can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."} {:name "Siege Monster", :description "The giant deals double damage to objects and structures. "} {:name "Stone Camouflage", :description "The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. "} {:type :action, :name "Multiattack", :description "The giant makes two slam attacks. The first of those attacks that hits deals an extra 18 (4d8) damage if the giant has taken damage since its last turn. "} {:type :action, :name "Slam", :description "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage."} {:type :action, :name "Rock", :description "Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. "}]}, :rakdos-performer-blade-juggler- {:key :rakdos-performer-blade-juggler-, :int 10, :speed "40 ft., climb 30 ft. ", :name "Rakdos Performer (Blade Juggler)", :alignment "chaotic evil", :cha 15, :hit-points {:die-count 4, :die 8, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :skills {:acrobatics 7, :performance 4}, :str 13, :saving-throws {:dex 5, :cha 4}, :challenge 1, :con 12, :dex 17, :wis 8, :props {:language {:any-one-language-usually-common- true}}, :traits [{:name "Nimble", :description "The performer can take the Disengage action as a bonus action on each of its turns. "} {:name "Performer Type", :description "The performer is one of the following types: blade juggler, fire eater, or high-wire acrobat. The performer's type determines its action options, presented below. "} {:type :action, :name "Multiattack", :description "The juggler makes three dagger attacks. "} {:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. "}]}, :fluxcharger {:key :fluxcharger, :int 6, :speed "0 ft., fly 60 ft. ", :name "Fluxcharger", :alignment "chaotic neutral", :cha 7, :hit-points {:die-count 8, :die 10, :modifier 16}, :type :elemental, :size :large, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 16, :str 15, :challenge 7, :con 15, :dex 18, :wis 10, :props {:language {:draconic true}, :damage-resistance {:thunder true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:lightning true, :poison true}, :condition-immunity {:grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true, :unconscious true}}, :traits [{:name "Amplify Lightning", :description "Whenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 (2d8) lightning damage. "} {:type :action, :name "Multiattack", :description "The fluxcharger makes two slam attacks or uses Arc Lightning twice. "} {:type :action, :name "Slam", :description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage. "} {:type :action, :name "Arc Lightning", :description "Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 16 (3d10) lightning damage, and lightning jumps from the target to one creature of the fluxcharger's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) lightning damage. Hit or Miss: The fluxcharger takes S (1d10) force damage after resolving the attack. "}]}, :nivix-cyclops {:key :nivix-cyclops, :int 7, :speed "30 ft. ", :name "Nivix Cyclops", :alignment "unaligned", :cha 9, :hit-points {:die-count 10, :die 10, :modifier 60}, :type :giant, :size :large, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 14, :str 24, :saving-throws {:con 9, :wis 3}, :challenge 8, :con 22, :dex 9, :wis 10, :props {:language {:common true, :giant true}, :damage-immunity {:poison true, :psychic true}, :condition-immunity {:charmed true, :frightened true, :paralyzed true, :petrified true, :poisoned true}}, :traits [{:name "Magic Resistance", :description "The cyclops has advantage on saving throws against spells and other magical effects. "} {:type :action, :name "Multiattock", :description "The cyclops makes two slam attacks. "} {:type :action, :name "Slam", :description "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. "} {:name "Reaction: Spell Vitalization", :description "Immediately after a creature casts a spell of 1st level or higher within 120 feet of the cyclops, the cyclops can move up to twice its speed without provoking opportunity attacks. It can then make one slam attack against a target of its choice. "}]}, :shadow-horror {:key :shadow-horror, :int 2, :speed "40 ft. ", :name "Shadow Horror", :alignment "neutral evil", :cha 18, :hit-points {:die-count 16, :die 10, :modifier 32}, :type :aberration, :size :large, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :skills {:perception 7, :stealth 11}, :str 12, :challenge 9, :con 14, :dex 16, :wis 17, :props {:damage-vulnerability {:radiant true}, :condition-immunity {:frightened true}}, :traits [{:name "Incorporeal Movement", :description "The horror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. "} {:name "Shadow Stealth", :description "While in dim light or darkness, the horror can take the Hide action as a bonus action. "} {:name "Shadow Stride", :description "As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Small or larger creature or object. "} {:name "Sunlight Sensitivity", :description "While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. "} {:type :action, :name "Multiattack", :description "The horror makes three attacks: one with its bite and two with its claws. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened of the horror until the end of the target's next turn. "} {:type :action, :name "Lashing Shadows (Recharge 5-6)", :description "Each creature within 60 feet of the horror, except other horrors, must succeed on a DC 16 Dexterity saving throw or take 27 (6d8) necrotic damage. "}]}, :cosmotronic-blastseeker {:key :cosmotronic-blastseeker, :int 18, :speed "30 ft. ", :name "Cosmotronic Blastseeker", :alignment "chaotic neutral", :cha 12, :hit-points {:die-count 5, :die 8, :modifier 15}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 15, :skills {:arcana 6, :intimidation 3, :perception 1}, :str 14, :saving-throws {:dex 4, :con 5}, :challenge 4, :con 16, :dex 15, :wis 9, :props {:language {:any-one-language-usually-common- true}}, :traits [{:name "Empowered Spell (3/Day)", :description "When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice."} {:name "Innate Spellcasting", :description "The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others: \n3/day each: scorching ray, shield, thunderwave \n2/day: fireball "} {:name "Tides of Chaos (1/Day)", :description "The blastseeker makes one attack roll, ability check, or saving throw with advantage. "} {:type :action, :name "Warhammer", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands. "}]}, :arrester-lavinia {:key :arrester-lavinia, :int 10, :speed "30 ft.", :name "Arrester Lavinia", :alignment "lawful neutral", :cha 10, :hit-points {:die-count 9, :die 8, :modifier 18}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 17, :skills {:athletics 5, :perception 2}, :str 16, :challenge 3, :con 14, :dex 13, :wis 11, :props {:language {:common true}}, :traits [{:type :action, :name "Multiattack", :description "The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands."} {:type :action, :name "Shortsword", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."} {:type :action, :name "Heavy Crossbow", :description "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage."}]}, :counterflux-blastseeker {:key :counterflux-blastseeker, :int 18, :speed "30 ft. ", :name "Counterflux Blastseeker", :alignment "chaotic neutral", :cha 14, :hit-points {:die-count 6, :die 8, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :skills {:arcana 6, :perception 2}, :str 13, :saving-throws {:con 4, :wis 2}, :challenge 2, :con 15, :dex 16, :wis 11, :props {:language {:common-plus-any-one-language- true}}, :traits [{:name "Counterflux Overcast (Recharge 5-6)", :description "The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: "} {:name "1-3", :description "The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects. "} {:type :Other, :name "4-6", :description "The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have advantage on saving throws against spells and other magical effects. "} {:name "Innate Spellcasting", :description "The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others: \n3/day each: enlarge/reduce, mage armor (self only), scorching ray \n1/day each: counterspell, dispel magic, protection from energy"} {:type :action, :name "Rapier", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. "}]}, :devkarin-lich {:legendary-actions {:description "The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. "}, :key :devkarin-lich, :int 19, :speed "30 ft. ", :name "Devkarin Lich", :alignment "neutral evil", :cha 15, :hit-points {:die-count 15, :die 8, :modifier 30}, :type :undead, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 14, :skills {:arcana 14, :insight 8, :perception 8}, :str 11, :saving-throws {:con 7, :int 9, :wis 8}, :challenge 14, :con 14, :dex 16, :wis 16, :props {:language {:common true, :elvish true, :kraul true}, :damage-resistance {:necrotic true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}}, :traits [{:name "Legendary Resistance (3/Day)", :description "If the lich fails a saving throw, it can choose to succeed instead."} {:name "Regeneration", :description "The lich regains 10 hit points at the start of its turn. If the lich takes fire or radiant damage, this trait doesn't function at the start of the lich's next turn. The lich dies only if it starts its turn with 0 hit points and doesn't regenerate. "} {:name "Spellcasting", :description "The lich is a 14th-level Golgari spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The lich has the following wizard spells prepared: \nCantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation \n1st level (4 slots): chromatic orb, magic missile, ray of sickness\n2nd level (3 slots): Melfs acid arrow, ray of enfeeblement, spider climb, web \n3rd level (3 slots): animate dead, bestow curse, fear, vampiric touch \n4th level (3 slots): blight, Evard's black tentacles \n5th level (2 slots): cloudkill, insect plague \n6th level (1 slot): circle of death, create undead \n7th level (1 slot): finger of death"} {:name "Turn Resistance", :description "The lich has advantage on saving throws against any effect that turns undead. "} {:name "Undead Fortitude", :description "If damage reduces the lich to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lich drops to 1 hit point instead. "} {:name "Noxious Touch", :type :action, :description "Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (4d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "} {:type :legendary-action, :name "Cantrip", :description "The lich casts one of its cantrips. "} {:type :legendary-action, :name "Noxious Touch (Costs 2 Actions)", :description "The lich uses Noxious Touch. "} {:type :legendary-action, :name "Disrupt Life (Costs 3 Actions)", :description "Each creature within 30 feet of the lich must make a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one."}]}, :golgari-shaman {:key :golgari-shaman, :int 12, :speed "30 ft. ", :name "Golgari Shaman", :alignment "neutral evil", :cha 16, :hit-points {:die-count 16, :die 8, :modifier 16}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 14, :skills {:arcana 4, :insight 6, :nature 4, :religion 4}, :str 11, :saving-throws {:con 4, :wis 6}, :challenge 5, :con 12, :dex 15, :wis 17, :props {:language {:common true, :elvish true}}, :traits [{:name "Fey Ancestry", :description "The shaman has advantage on saving throws against being charmed, and magic can't put it to sleep. "} {:name "Spellcasting", :description "The shaman is an 8th-level Golgari spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The shaman has the following druid spells prepared: \nCantrips (at will): poison spray, shillelagh, thorn whip \n1st level (4 slots): cure wounds, entangle, ray of sickness \n2nd level (3 slots): pass without trace, ray of enfeeblement, spike growth \n3rd level (3 slots): animate dead, dispel magic, plant growth \n4th level (2 slots): blight, giant insect "} {:type :action, :name "Quarterstaff", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. "} {:type :action, :name "Fungal Rot", :description "Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. "} {:name "Reaction: Feed on Death", :description "When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 (1d10) temporary hit points. "}]}, :niv-mizzet {:legendary-actions {:description "Niv-Mizzet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Niv-Mizzet regains spent legendary actions at the start of his turn. "}, :key :niv-mizzet, :int 30, :speed "40 ft., climb 30 ft., fly 80 ft. ", :name "Niv-Mizzet", :alignment "chaotic neutral", :cha 25, :hit-points {:die-count 19, :die 20, :modifier 171}, :type :dragon, :size :gargantuan, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 22, :skills {:arcana 18, :insight 11, :perception 11}, :str 29, :saving-throws {:con 17, :int 17, :wis 11}, :challenge 24, :con 29, :dex 14, :wis 17, :props {:language {:common true, :draconic true}, :damage-resistance {:cold true, :fire false, :psychic true, :thunder true}, :damage-immunity {:fire true, :lightning true}, :condition-immunity {:charmed true}}, :traits [{:name "Stats", :description "Niv-Mizzet's challenge rating is 26 (90,000 XP). He also has +18 to Intelligence saving throws. "} {:name "Legendary Resistance (3/Day)", :description "If Niv-Mizzet fails a saving throw, he can choose to succeed instead. "} {:name "Locus of the Firemind", :description "Niv-Mizzet can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells. "} {:name "Magic Resistance", :description "Niv·Mizzet has advantage on saving throws against spells and other magical effects. "} {:name "Master Chemister", :description "When Niv-Mizzet casts a spell that deals damage, he can change the spell's damage to cold, fire, force, lightning, or thunder. "} {:name "Spellcasting", :description "Niv-Mizzet is a 20th-level Izzet spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). He has the following wizard spells prepared: \nCantrips (at will): fire bolt, light, prestidigitation, ray of frost, shocking grasp \n1st level (4 slots): detect magic, magic missile, shield, thunderwave, unseen servant \n2nd level (3 slots): blur, enlarge/reduce, flaming sphere, scorching ray \n3rd level (3 slots): counterspell,fireball, hold person, lightning bolt, slow \n4th level (3 slots): confusion, dimension door, fabricate \n5th level (2 slots): conjure elemental, polymorph, wall of fire, wall of force \n6th level (1 slot): chain lightning, disintegrate, true seeing \n7th level (1 slot): project image, reverse gravity, teleport \n8th level (l slot): control weather, maze, power word stun \n9th level (1 slot): prismatic wall "} {:type :action, :name "Multiattack", :description "Niv-Mizzet makes three attacks: one with his bite and two with his claws. "} {:type :action, :name "Bite", :description "Me lee Weapon Attack:+ 17 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) piercing damage plus 14 (4d6) fire damage. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 14 (2d4 + 9) slashing damage. "} {:type :action, :name "Tail", :description "Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage. "} {:type :action, :name "Fire Breath (Recharge 5-6)", :description "Niv-Mizzet exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. "} {:type :legendary-action, :name "Cantrip", :description "Niv-Mizzet casts one of his cantrips. "} {:type :legendary-action, :name "Tail Attack", :description "Niv-Mizzet makes a tail attack. "} {:type :legendary-action, :name "Wing Attack (Costs 2 Actions)", :description "Niv-Mizzet beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 14 (2d4 + 9) bludgeoning damage and be knocked prone. Niv-Mizzet can then fly up to half his flying speed. "} {:type :legendary-action, :name "Dracogenius (Costs 3 Actions)", :description "Niv-Mizzet regains a spell slot of 3rd level or lower. "}]}, :nightveil-specter {:key :nightveil-specter, :int 6, :speed "30 ft. ", :name "Nightveil Specter", :alignment "neutral evil", :cha 11, :hit-points {:die-count 14, :die 8, :modifier 42}, :type :undead, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 17, :skills {:insight 7, :perception 7, :stealth 8}, :str 18, :saving-throws {:dex 8, :wis 7}, :challenge 10, :con 16, :dex 19, :wis 17, :props {:language {:understands-common-but-cant-speak- true}, :damage-resistance {:necrotic true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:charmed true, :frightened true, :poisoned true}}, :traits [{:name "Mount", :description "If the specter isn't mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not incapacitated, the specter can't be surprised, and both it and its mount gain advantage on Dexterity saving throws. "} {:type :action, :name "Multiattack", :description "The specter makes two scythe attacks. "} {:type :action, :name "Scythe", :description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 13 (3d8) psychic damage."} {:type :action, :name "Mind Twist (Recharge 5- 6)", :description "The specter magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 22 (5d8) psychic damage and be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "} {:type :action, :name "Reap Memory (3/Day)", :description "The specter touches one incapacitated creature and chooses 1 hour from among the past 24. Unless the creature succeeds on a DC 15 Intelligence saving throw, the creature loses all memory of that hour. The creature regains the memory only if the specter dies within the next 24 hours. "}]}, :category-3-krasis {:key :category-3-krasis, :int 2, :speed "40 ft. ", :name "Category 3 Krasis", :alignment "unaligned", :cha 8, :hit-points {:die-count 25, :die 12, :modifier 125}, :type :monstrosity, :size :huge, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 16, :str 23, :challenge 16, :con 21, :dex 12, :wis 13, :traits [{:name "Amphibious", :description "The krasis can breathe air and water."} {:type :action, :name "Multiattack", :description "The krasis makes three attacks: one with its bite, one with its claws, and one with its tail."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage. "} {:type :action, :name "Tail", :description "Melee Weapon Attack:+ 11 to hit, reach 15 ft., one target. Hit: 33 (6d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. "}]}, :indentured-spirit {:key :indentured-spirit, :int 10, :speed "0 ft., fly 40 ft. (hover) ", :name "Indentured Spirit", :alignment "any alignment", :cha 11, :hit-points {:die-count 3, :die 8}, :type :undead, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 11, :str 7, :challenge 1, :con 10, :dex 13, :wis 12, :props {:language {:the-languages-it-knew-in-life true}, :damage-resistance {:acid true, :fire true, :lightning true, :thunder true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:cold true, :poison true, :necrotic true}, :condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}}, :traits [{:name "Incorporeal Movement", :description "The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. "} {:type :action, :name "Withering Touch", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. "}]}, :skyjek-roc {:key :skyjek-roc, :int 3, :speed "20 ft., fly 90 ft. ", :name "Skyjek Roc", :alignment "unaligned", :cha 8, :hit-points {:die-count 5, :die 10, :modifier 10}, :type :monstrosity, :size :large, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 15, :skills {:perception 2}, :str 20, :saving-throws {:dex 3, :wis 2}, :challenge 2, :con 14, :dex 13, :wis 10, :traits [{:name "Keen Sight", :description "The roc has advantage on Wisdom (Perception) checks that rely on sight."} {:type :action, :name "Multiattack", :description "The roc makes two attacks: one with its beak and one with its talons. "} {:type :action, :name "Beak", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. "} {:type :action, :name "Talons", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. "}]}, :blood-witch {:key :blood-witch, :int 13, :speed "30 ft.", :name "Blood Witch", :alignment "chaotic evil", :cha 19, :hit-points {:die-count 12, :die 8, :modifier 24}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 12, :skills {:arcana 4, :intimidation 7, :perception 2, :stealth 5}, :str 16, :saving-throws {:wis 2, :cha 7}, :challenge 7, :con 15, :dex 14, :wis 9, :props {:language {:abyssal false, :abyssal-plus-any-one-language-usually-common- true}, :damage-resistance {:psychic true}}, :traits [{:name "Blood Witch Dance", :description "The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice."} {:name "Devil's Sight", :description "Magical darkness doesn't impede the witch's darkvision. "} {:name "Innate Spellcasting", :description "The witch's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components: \nAt will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only) \n3/day each: hellish rebuke, hex, scorching ray (at 3rd level) \n1/day each: circle of death, enthrall, suggestion "} {:type :action, :name "Multiattack", :description "The witch makes two attacks: one with its longsword and one with its shortsword."} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. "} {:type :action, :name "Shortsword", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. "}]}, :flux-blastseeker {:key :flux-blastseeker, :int 20, :speed "30 ft.", :name "Flux Blastseeker", :alignment "chaotic neutral", :cha 14, :hit-points {:die-count 10, :die 8, :modifier 10}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 12, :skills {:arcana 8, :perception 2}, :str 10, :saving-throws {:dex 5, :int 8}, :challenge 5, :con 12, :dex 15, :wis 9, :props {:language {:common-plus-any-one-language- true}}, :traits [{:name "Fluxbending Overcast (Recharge 5-6)", :description "The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: "} {:name "1-3", :description "The blastseeker teleports, swapping places with a creature it can see within 30 feet of it. "} {:name "4-6", :description "The blastseeker and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage. "} {:name "Innate Spellcasting", :description "The blastseeker's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others: \n3/day each: mage armor (self only), scorching ray \n1/day each: banishment, cone of cold, dimension door, fireball, ice storm "} {:type :action, :name "Quarterstaff", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. "}]}, :master-of-cruelties {:key :master-of-cruelties, :int 19, :speed "30 ft. ", :name "Master of Cruelties", :alignment "chaotic evil", :cha 21, :hit-points {:die-count 15, :die 10, :modifier 45}, :type :fiend, :size :large, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :skills {:deception 9, :intimidation 9, :performance 9, :persuasion 9}, :str 18, :saving-throws {:con 7, :int 8, :wis 7, :cha 9}, :challenge 9, :con 16, :dex 17, :wis 16, :props {:language {:abyssal true, :common true, :telepathy-120-ft- true}, :damage-resistance {:cold true, :lightning true, :fire true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Aura of Blood Lust", :description "When any other creature starts its turn within 30 feet of the master, that creature must succeed on a DC 17 Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary. "} {:name "Feed on the Crowd", :description "Whenever a creature within 60 feet of the master dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of its next turn."} {:name "Innate Spellcasting", :description "The master's innate spellcasting ability is Charisma (spell save DC 17). The master can innately cast the following spells, requiring no material components: \nAt will: charm person (as a 3rd-level spell), crown of madness \n1/day: dominate person"} {:name "Magic Resistance", :description "The master has advantage on saving throws against spells and other magical effects. "} {:type :action, :name "Multiattack", :description "The master makes two melee attacks with its spear."} {:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 13 (3d8) psychic damage. "} {:type :action, :name "Captivating Presence (Recharge 6)", :description "Each creature within 120 feet of the master must succeed on a DC 17 Wisdom saving throw or be charmed by the master for 1 hour. While charmed in this way, a creature's speed is 0. If the charmed creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the Captivating Presence of all masters of cruelties for the next 24 hours. "}]}, :arclight-phoenix {:key :arclight-phoenix, :int 5, :speed "0 ft., fly 120 ft. ", :name "Arclight Phoenix", :alignment "chaotic neutral", :cha 7, :hit-points {:die-count 19, :die 8, :modifier 57}, :type :elemental, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 16, :str 15, :saving-throws {:dex 10}, :challenge 12, :con 17, :dex 22, :wis 12, :props {:damage-resistance {:thunder true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true, :lightning true}, :condition-immunity {:grappled true, :paralyzed true, :petrified true, :poisoned true, :restrained true, :unconscious true}}, :traits [{:name "Flyby", :description "The arclight phoenix doesn't provoke an opportunity attack when it flies out of an enemy's reach."} {:name "Grounded Lightning", :description "The first time on a turn that the arclight phoenix touches the ground, it takes 11 (2d10) force damage. "} {:name "Illumination", :description "The arclight phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet. "} {:name "Lightning Form", :description "The arclight phoenix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage. In addition, the arclight phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 9 (2d8) lightning damage. "} {:name "Crackling Death", :description "When the arclight phoenix dies, it explodes. Each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. The explosion destroys the phoenix but leaves behind a Tiny, warm egg with a mizzium shell. The egg contains the embryo of a new arclight phoenix. It hatches when it is in the area of a spell that deals lightning damage, or if a creature touches the egg and expends spell slots whose combined levels equal 13 or more. When it hatches, the egg releases a new arclight phoenix that appears in the egg's space. "} {:type :action, :name "Arclight Touch", :description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage, and lightning jumps from the target to one creature of the phoenix's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 18 Dexterity saving throw or take 27 (6d8) lightning damage. "}]}, :goblin-gang-member {:key :goblin-gang-member, :int 10, :speed "30 ft.", :name "Goblin Gang Member", :alignment "neutral evil", :cha 8, :hit-points {:die-count 3, :die 6}, :type :humanoid, :size :small, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 14, :skills {:stealth 5}, :str 8, :challenge 0.25, :con 10, :dex 16, :wis 10, :traits [{:description "The goblin can take the Disengage or Hide action as a bonus action on each of its turns.", :name "Nimble Escape"} {:type :action, :description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/ 60 ft., one target. Hit: 5 (ld4 + 3) piercing damage.", :name "Dagger"} {:type :action, :name "Light Crossbow", :description "Ranged Weapon Attack: +5 to hit, range 80/ 320 ft., one target. Hit: 7 (ld8 + 3) piercing damage."}]}, :category-1-krasis {:key :category-1-krasis, :int 2, :speed "30 ft", :name "Category 1 Krasis", :alignment "unaligned", :cha 8, :hit-points {:die-count 3, :die 8, :modifier 6}, :type :monstrosity, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 15, :str 16, :challenge 1, :con 14, :dex 15, :wis 13, :traits [{:name "Amphibious", :description "The krasis can breathe air and water."} {:type :action, :name "Multiattack", :description "The krasis makes two attacks: one with its bite and one with its claws. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. "}]}, :undercity-medusa {:key :undercity-medusa, :int 17, :speed "30 ft. ", :name "Undercity Medusa", :alignment "neutral evil", :cha 15, :hit-points {:die-count 16, :die 8, :modifier 48}, :type :monstrosity, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 16, :skills {:deception 5, :insight 4, :perception 4, :stealth 7}, :str 16, :challenge 6, :con 16, :dex 18, :wis 12, :props {:language {:common true, :elvish true}}, :traits [{:name "Innate Spellcasting", :description "The medusa's innate spellcasting ability is Intelligence (spell save DC 14). The medusa can innately cast the following spells, requiring no material components: \n1/day each: expeditious retreat, fog cloud, misty step"} {:name "Magic Resistance", :description "The medusa has advantage on saving throws against spells and other magical effects."} {:name "Surprise Attack", :description "During the first round of combat, the medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6) damage each time it hits such a creature with an attack. "} {:type :action, :name "Multiattack", :description "The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks."} {:type :action, :name "Claw", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. "} {:type :action, :name "Petrifying Gaze", :description "The medusa fixes its gaze on one creature within 60 feet of it that it can see and that can see its eyes. The target must make a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by a greater restoration spell or similar magic. "}]}, :winged-thrull {:key :winged-thrull, :int 8, :speed "30 ft., fly 30 ft. ", :name "Winged Thrull", :alignment "unaligned", :cha 8, :hit-points {:die-count 7, :die 6, :modifier 7}, :type :construct, :size :small, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 12, :str 9, :saving-throws {:dex 4}, :challenge 0.5, :con 12, :dex 15, :wis 9, :props {:language {:understands-common-but-cant-speak- true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:type :action, :name "Claws", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage."} {:type :action, :name "Rock", :description "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. "} {:name "Reaction: Self-Sacrifice", :description "When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead."}]}, :horncaller {:key :horncaller, :int 10, :speed "30 ft. ", :name "Horncaller", :alignment "lawful good", :cha 13, :hit-points {:die-count 6, :die 8, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :skills {:animal-handling 4, :nature 2, :perception 4}, :str 13, :challenge 1, :con 14, :dex 12, :wis 14, :props {:language {:common-plus-any-one-language- true}}, :traits [{:name "Innate Spellcasting", :description "The horncaller's innate spellcasting ability is Wisdom (spell save DC 14). The horncaller can innately cast the following spells, requiring no material components: \n1/day each: bless, conjure animals"} {:name "Speak with Beasts", :description "The horncaller can communicate with beasts as if they shared a language. "} {:type :action, :name "Multiattack", :description "The horncaller makes two melee attacks with its staff and uses One with the Worldsoul. "} {:type :action, :name "Staff", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands. "} {:type :action, :name "One with the Worldsoul", :description "The horncaller chooses one beast it can see within 30 feet of it. If the beast can hear the horn caller, the beast uses its reaction to make one melee attack against a target that the horncaller can see. "}]}, :wurm {:key :wurm, :int 3, :speed "50 ft., burrow 30 ft. ", :name "Wurm", :alignment "unaligned", :cha 4, :hit-points {:die-count 16, :die 12, :modifier 96}, :type :monstrosity, :size :huge, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :str 24, :saving-throws {:con 11, :wis 6}, :challenge 14, :con 22, :dex 10, :wis 12, :traits [{:name "Earth Tremors", :description "The wurm creates earth tremors as it moves overland or underground. Any creature that comes within 30 feet of the moving wurm for the first time on a turn must succeed on a DC 20 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. Any structure or object anchored to the ground that comes within 30 feet of the moving wurm for the first time on a turn takes 10 (3d6) force damage. "} {:name "Siege Monster", :description "The wurm deals double damage to objects and structures. "} {:name "Tunneler", :description "The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (5d6 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the wurm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wurm, and takes 17 (Sd6) acid damage at the start of each of the wurm's turns. If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wurm. If the wurm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. "}]}, :borborygmos {:legendary-actions {:description "Borborygmos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Borborygmos regains spent legendary actions at the start of his turn. "}, :key :borborygmos, :int 8, :speed "40 ft. ", :name "Borborygmos", :alignment "chaotic neutral", :cha 16, :hit-points {:die-count 20, :die 12, :modifier 140}, :type :giant, :size :huge, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 14, :skills {:athletics 13, :insight 9, :survival 9}, :str 24, :saving-throws {:str 13, :con 13, :wis 9}, :challenge 17, :con 24, :dex 11, :wis 17, :props {:language {:common true, :giant true}, :damage-resistance {:poison true, :psychic true}, :condition-immunity {:charmed true, :frightened true}}, :traits [{:name "Challenge Rating", :description "Borborygmos's challenge rating is 18 (20,000 XP)."} {:name "Legendary Resistance (3/Day)", :description "If Borborygmos fails a saving throw, he can choose to succeed instead. "} {:name "Poor Depth Perception", :description "Borborygmos has disadvantage on any attack roll against a target more than 30 feet away. "} {:name "Siege Monster", :description "Borborygmos deals double damage to objects and structures. "} {:type :action, :name "Multiattack", :description "Borborygmos can use his Frightful Presence. He also makes two attacks: one with his maul and one with his stomp. "} {:type :action, :name "Maul", :description "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone."} {:type :action, :name "Stomp", :description "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. "} {:type :action, :name "Rock", :description "Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. "} {:type :action, :name "Frightful Presence", :description "Each creature of Borborygmos's choice that is within 60 feet of him and can see or hear him must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Borborygmos's Frightful Presence for the next 24 hours. "} {:type :legendary-action, :name "Attack", :description "Borborygmos makes a weapon attack. "} {:type :legendary-action, :name "Bellow (Costs 2 Actions)", :description "Borborygmos yells menacingly at one creature he can see within 60 feet of him. That creature must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. If the creature is already frightened, it becomes stunned instead. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Borborygmos's Bellow for the next 24 hours. "} {:type :legendary-action, :name "Wide Berth (Costs 3 Actions)", :description "Borborygmos moves up to half his speed and can move through the space of any creature smaller than Huge. The first time Borborygmos enters a creature's space during this move, the creature must make a DC 21 Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away from Borborygmos. If the saving throw fails, that creature is knocked prone, and Borborygmos can make a stomp attack against it. "}]}, :anarch-small-variant- {:key :anarch-small-variant-, :int 9, :speed "30 ft. ", :name "Anarch (Small Variant)", :alignment "chaotic neutral", :cha 10, :hit-points {:die-count 2, :die 8, :modifier 2}, :type :humanoid, :size :small, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :skills {:perception 2, :survival 2}, :str 14, :challenge 0.25, :con 12, :dex 13, :wis 11, :props {:language {:any-one-language-usually-common- true}}, :traits [{:name "Aggressive", :description "As a bonus action, the anarch can move up to its speed toward a hostile creature it can see. "} {:name "Siege Monster", :description "The anarch deals double damage to objects and structures. "} {:type :action, :name "Spiked Club", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands. "}]}, :conclave-dryad-mount {:key :conclave-dryad-mount, :int 6, :speed "50 ft.", :name "Conclave Dryad Mount", :alignment "unaligned", :cha 6, :hit-points {:die-count 2, :die 10, :modifier 2}, :type :plant, :size :large, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 10, :str 16, :challenge 0.25, :con 12, :dex 10, :wis 10, :props {:language {:understands-sylvan-but-cant-speak true}}, :traits [{:name "Charge", :description "If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone."} {:type :action, :name "Ram", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage."} {:type :action, :name "Hooves", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage."}]}, :guardian-giant {:key :guardian-giant, :int 10, :speed "40 ft.", :name "Guardian Giant", :alignment "lawful neutral", :cha 12, :hit-points {:die-count 11, :die 12, :modifier 66}, :type :giant, :size :huge, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 19, :skills {:insight 7, :perception 10}, :str 24, :saving-throws {:dex 6, :wis 7}, :challenge 8, :con 22, :dex 17, :wis 18, :props {:language {:common true, :giant true}}, :traits [{:name "Vigilant", :description "The giant can't be surprised. "} {:type :action, :name "Multiattack", :description "The giant makes three spear attacks. "} {:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 17 (3d6 + 7) piercing damage, or 20 (3d8 + 7) piercing damage if used with two hands to make a melee attack. "} {:name "Reaction: Protection", :description "When an attacker the giant can see makes an attack roll against a creature within 10 feet of the giant, the giant can impose disadvantage on the attack roll. "}]}, :servitor-thrull {:key :servitor-thrull, :int 6, :speed "30 ft. ", :name "Servitor Thrull", :alignment "unaligned", :cha 3, :hit-points {:die-count 4, :die 6, :modifier 8}, :type :construct, :size :small, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 11, :str 11, :challenge 0.25, :con 14, :dex 13, :wis 6, :props {:language {:understands-common-but-cant-speak- true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:type :action, :name "Claws", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5(1d8 + 1) slashing damage. "} {:name "Reaction: Self-Sacrifice", :description "When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead."}]}, :mind-drinker-vampire {:key :mind-drinker-vampire, :int 19, :speed "30 ft., fly 30 ft. (hover)", :name "Mind Drinker Vampire", :alignment "neutral evil", :cha 14, :hit-points {:die-count 10, :die 8, :modifier 10}, :type :undead, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 14, :skills {:deception 4, :insight 3, :perception 3, :stealth 6}, :str 16, :saving-throws {:dex 6, :int 6, :wis 3}, :challenge 4, :con 12, :dex 18, :wis 13, :props {:language {:the-languages-it-knew-in-life true}, :damage-resistance {:necrotic true}}, :traits [{:name "Innate Spellcasting (Psionics)", :description "The vampire's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components: \nAt will: message \n3/day each: charm person, hold person, mirror image, sleep \n1/day each: gaseous form, major image"} {:name "Shadow Stealth", :description "While in dim light or darkness, the vampire can take the Hide action as a bonus action. "} {:name "Sunlight Sensitivity", :description "While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. "} {:type :action, :name "Multiattack", :description "The vampire makes two attacks, only one of which can be a bite attack. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. "} {:type :action, :name "Unarmed Strike", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The vampire can also grapple the target (escape DC 13) if it is a creature and the vampire has a hand free. "} {:type :action, :name "Mind Siphon (Recharge 5-6)", :description "The vampire targets a creature it can see within 30 feet of it. The target must make a DC 14 Intelligence saving throw, with disadvantage if the vampire has previously consumed the target's blood. On a failed save, the target takes 28 (8d6) psychic damage, and the vampire discerns the target's surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the target's general emotional state but not its thoughts. "}]}, :archon-of-the-triumvirate {:legendary-actions {:description "The archon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The archon regains spent legendary actions at the start of its turn."}, :key :archon-of-the-triumvirate, :int 15, :speed "30 ft. ", :name "Archon of the Triumvirate", :alignment "lawful neutral", :cha 18, :hit-points {:die-count 17, :die 8, :modifier 68}, :type :celestial, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :skills {:insight 10, :perception 10}, :str 20, :saving-throws {:con 9, :wis 10, :cha 9}, :challenge 14, :con 19, :dex 15, :wis 21, :props {:language {:all true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :condition-immunity {:charmed true, :frightened true}}, :traits [{:name "Eye of the Law", :description "As a bonus action, the arch on can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours. "} {:name "Innate Spellcasting", :description "The archon's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components: \nAt will: calm emotions, command, compelled duel "} {:name "Mount", :description "If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount along with any equipment it is wearing or carrying. While mounted and not incapacitated, the archon can't be surprised, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well. "} {:type :action, :name "Multiattack", :description "The archon makes two Hammer of justice attacks"} {:type :action, :name "Hammer of Justice", :description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 18 (4d8) force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone."} {:type :action, :name "Pacifying Presence", :description "Each creature of the archon's choice that the archon can see within 120 feet of it must succeed on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archon's Pacifying Presence for the next 24 hours. "} {:type :legendary-action, :name "Rejoin Mount", :description "If the archon isn't mounted, it magically teleports to its steed and mounts it as long as the archon and its steed are on the same plane of existence. "} {:type :legendary-action, :name "Smite (Costs 2 Actions)", :description "The archon makes a Hammer of justice attack, and then its mount can use its reaction to make a melee weapon attack. "} {:type :legendary-action, :name "Detention (Costs 3 Actions)", :description "The archon targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be magically teleported to a harmless demi plane until the end of the archon's next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied. "}]}, :druid-of-the-old-ways {:key :druid-of-the-old-ways, :int 10, :speed "30 ft. ", :name "Druid of the Old Ways", :alignment "chaotic neutral", :cha 14, :hit-points {:die-count 12, :die 8, :modifier 36}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 14, :skills {:nature 3, :perception 8, :survival 8}, :str 11, :saving-throws {:dex 5, :con 6, :wis 8}, :challenge 7, :con 16, :dex 15, :wis 20, :props {:language {:common true, :druidic true}}, :traits [{:name "Siege Monster", :description "The druid deals double damage to objects and structures. "} {:name "Speak with Beasts and Plants", :description "The druid can communicate with beasts and plants as if they shared a language. "} {:name "Spellcasting", :description "The druid is a 12th-level Gruul spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared: \nCantrips (at will): druidcraft, produce fire, resistance, thorn whip \n1st level (4 slots): cure wounds.faerie fire, thunderwave \n2nd level (3 slots): beast sense, flame blade, pass without trace \n3rd level (3 slots): conjure animals, dispel magic, plant growth \n4th level (3 slots): dominate beast, freedom of movement, wall of fire \n5th level (2 slots): commune with nature, conjure elemental, scrying \n6th level (1 slot): transport via plants, wall of thorns"} {:type :action, :name "Quarterstaff", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. "}]}, :izoni {:key :izoni, :int 12, :speed "30 ft. ", :name "Izoni", :alignment "neutral evil", :cha 16, :hit-points {:die-count 16, :die 8, :modifier 16}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 14, :skills {:arcana 4, :insight 6, :nature 4, :religion 4}, :str 11, :saving-throws {:con 4, :wis 6}, :challenge 5, :con 12, :dex 15, :wis 17, :languages "common, elvish", :props {:language {:common true, :elvish true}}, :traits [{:name "Fey Ancestry", :description "The shaman has advantage on saving throws against being charmed, and magic can't put it to sleep. "} {:name "Spellcasting", :description "The shaman is an 8th-level Golgari spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The shaman has the following druid spells prepared: \nCantrips (at will): poison spray, shillelagh, thorn whip \n1st level (4 slots): cure wounds, entangle, ray of sickness \n2nd level (3 slots): pass without trace, ray of enfeeblement, spike growth \n3rd level (3 slots): animate dead, dispel magic, plant growth \n4th level (2 slots): blight, giant insect "} {:type :action, :name "Quarterstaff", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. "} {:type :action, :name "Fungal Rot", :description "Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. "} {:name "Reaction: Feed on Death", :description "When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 (1d10) temporary hit points. "}]}, :felidar {:key :felidar, :int 10, :speed "40 ft.", :name "Felidar", :alignment "lawful neutral", :cha 14, :hit-points {:die-count 11, :die 10, :modifier 33}, :type :celestial, :size :large, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 17, :skills {:insight 6, :perception 6}, :str 19, :saving-throws {:dex 6, :wis 6, :cha 5}, :challenge 5, :con 17, :dex 16, :wis 17, :props {:language {:understands-celestial-and-common-but-cant-speak true}}, :traits [{:name "Bonding", :description "The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects: \n• The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.\n• The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence.\n• As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn."} {:name "Keen Hearing and Sight", :description "The felidar has advantage on Wisdom {Perception) checks that rely on hearing or sight. "} {:name "Pounce", :description "If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the felidar can make one claw attack against it as a bonus action. "} {:type :action, :name "Multiattack", :description "The felidar makes two attacks: one with its bite and one with its claws."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. "}]}, :rubblebelt-stalker {:key :rubblebelt-stalker, :int 10, :speed "30 ft., climb 30 ft. ", :name "Rubblebelt Stalker", :alignment "chaotic neutral", :cha 8, :hit-points {:die-count 2, :die 8, :modifier 2}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 14, :skills {:athletics 2, :perception 4, :stealth 4}, :str 10, :challenge 0.5, :con 12, :dex 15, :wis 14, :props {:language {:any-one-language-usually-common- true}}, :traits [{:name "Ambusher", :description "In the first round of a combat, the stalker has advantage on attack rolls against any creature that hasn't taken a turn yet. "} {:name "Nimble Escape", :description "The stalker can take the Disengage or Hide action as a bonus action on each of its turns. "} {:name "Ruin Dweller", :description "The stalker has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in difficult terrain composed of rubble. "} {:name "Siege Monster", :description "The stalker deals double damage to objects and structures. "} {:type :action, :name "Multiattack", :description "The stalker makes three attacks with its shortsword. "} {:type :action, :name "Shortsword", :description "Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. "}]}, :cackler {:key :cackler, :int 11, :speed "30 ft. ", :name "Cackler", :alignment "chaotic evil", :cha 12, :hit-points {:die-count 3, :die 6}, :type :fiend, :size :small, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 15, :skills {:deception 3, :perception 1, :performance 3}, :str 9, :challenge 0.5, :con 11, :dex 16, :wis 7, :props {:language {:abyssal true, :common true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:fire true}, :condition-immunity {:poisoned true}}, :traits [{:name "Innate Spellcasting", :description "The cackler's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components: \nAt will: Fire bolt \n1/day: Tasha's hideous laughter "} {:name "Last Laugh", :description "When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage. "} {:name "Mimicry", :description "The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. "} {:type :action, :name "Spiked Chain", :description "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage. "}]}, :battleforce-angel {:key :battleforce-angel, :int 11, :speed "30 ft., fly 90 ft. ", :name "Battleforce Angel", :alignment "lawful good", :cha 18, :hit-points {:die-count 12, :die 8, :modifier 12}, :type :celestial, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :skills {:investigation 3, :perception 6}, :str 16, :saving-throws {:wis 6, :cha 7}, :challenge 5, :con 13, :dex 12, :wis 17, :props {:language {:all true}, :damage-resistance {:fire true, :radiant true}, :condition-immunity {:charmed true, :frightened true}}, :traits [{:name "Flyby", :description "The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach."} {:name "Magic Resistance", :description "The angel has advantage on saving throws against spells and other magical effects."} {:type :action, :name "Multiattack", :description "The angel makes two melee attacks. It also uses Battlefield Inspiration."} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 (1d4) radiant damage."} {:type :action, :name "Battlefield Inspiration", :description "The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel's next turn, each target can add a d4 to its attack rolls and saving throws."}]}, :blistercoil-weird {:key :blistercoil-weird, :int 5, :speed "40 ft., swim 60 ft. ", :name "Blistercoil Weird", :alignment "chaotic neutral", :cha 7, :hit-points {:die-count 7, :die 8, :modifier 14}, :type :elemental, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :str 16, :challenge 4, :con 15, :dex 16, :wis 10, :props {:language {:draconic true}, :damage-resistance {:cold true, :fire true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true, :unconscious true}}, :traits [{:name "Feed on Fire", :description "If the weird takes fire damage from a spell or other magical effect, its size increases by one category. If there isn't enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a DC 12 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium. "} {:name "Form of Fire and Water", :description "The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature's space and stop there. The first time the weird enters another creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns. "} {:name "Heated Body", :description "A creature that touches the weird or hits it with a melee attack while within S feet of it takes 5 (1d10) fire damage. "} {:name "Illumination", :description "The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet. "} {:type :action, :name "Slam", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage, or 11 (2d8 + 3) bludgeoning damage plus 14 (4d6) fire damage if the weird is Large or bigger. "}]}, :mind-mage {:key :mind-mage, :int 20, :speed "30 ft.", :name "Mind Mage", :alignment "neutral evil", :cha 16, :hit-points {:die-count 11, :die 8}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 12, :skills {:arcana 8, :deception 6, :insight 5, :persuasion 6}, :str 10, :saving-throws {:int 8, :wis 5}, :challenge 5, :con 10, :dex 14, :wis 15, :languages "common plus any four languages", :props {:language {:common-plus-any-four-languages- true}}, :traits [{:name "Special Equipment", :description "The mage wears a Spies' Murmur.\nUncommon, requires attunement\nThis headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another spies' murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're incapacitated."} {:name "Innate Spellcasting (Psionics)", :description "The mage's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: \nAt will: encode thoughts, friends \n3/day each: charm person, detect thoughts, mage armor, sleep, suggestion \n1/day each: dominate person, mass suggestion, modify memory "} {:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. "}]}, :biomancer {:key :biomancer, :int 20, :speed "30 ft. ", :name "Biomancer", :alignment "neutral good", :cha 15, :hit-points {:die-count 17, :die 8, :modifier 34}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 17, :skills {:arcana 9, :nature 9}, :str 10, :saving-throws {:int 9, :wis 6}, :challenge 10, :con 14, :dex 15, :wis 14, :props {:language {:common-plus-any-one-language- true}}, :traits [{:name "Bolstering Presence", :description "The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 (1d10) hit points. "} {:name "Magic Resistance", :description "The biomancer has advantage on saving throws against spells and other magical effects. "} {:name "Spellcasting", :description "The biomancer is a 16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The biomancer has the following wizard spells prepared: \nCantrips (at will): acid splash, light, mending, poison spray, shocking grasp \n1st level (4 slots): detect magic, grease, shield \n2nd level (3 slots): alter self, darkvision, enlarge/reduce, hold person \n3rd level (3 slots): counterspell, dispel magic, haste, protection from energy \n4th level (3 slots): confusion, conjure minor elementals, polymorph \n5th level (2 slots): cone of cold, creation, hold monster \n6th level (1 slot): move earth, wall of ice \n7th level (1 slot): prismatic spray \n8th level (1 slot): control weather "} {:type :action, :name "Scimitar", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. "}]}, :rakdos-performer-high-wire-acrobat- {:key :rakdos-performer-high-wire-acrobat-, :int 10, :speed "40 ft., climb 30 ft. ", :name "Rakdos Performer (High-Wire Acrobat)", :alignment "chaotic evil", :cha 15, :hit-points {:die-count 4, :die 8, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :skills {:acrobatics 7, :performance 4}, :str 13, :saving-throws {:dex 5, :cha 4}, :challenge 1, :con 12, :dex 17, :wis 8, :props {:language {:any-one-language-usually-common- true}}, :traits [{:name "Nimble", :description "The performer can take the Disengage action as a bonus action on each of its turns. "} {:name "Performer Type", :description "The performer is one of the following types: blade juggler, fire eater, or high-wire acrobat. The performer's type determines its action options, presented below. "} {:type :action, :name "Multiattack", :description "The acrobat makes two attacks with its barbed pole. "} {:type :action, :name "Barbed Pole", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the acrobat can jump up to 20 feet. This movement doesn't provoke opportunity attacks. "}]}, :geetra {:key :geetra, :int 18, :speed "30 ft.", :name "Geetra", :alignment "lawful neutral", :cha 11, :hit-points {:die-count 14, :die 8}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 11, :skills {:perception 3}, :str 9, :challenge 3, :con 10, :dex 13, :wis 13, :languages "common plus any one language", :props {:language {:common-plus-any-one-language- true}}, :traits [{:name "Innate Spellcasting", :description "The mage's innate spellcasting ability is Intelligence (spell save DC 14). It can cast the following spells, requiring no material components: \n3/day: detect thoughts, mage armor \n1/day each: clairvoyance, locate object"} {:type :action, :name "Quarterstaff", :description "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands."} {:type :action, :name "Glimpse the Temporal Flood (Recharge 5-6)", :description "The mage targets one creature within 120 feet of it that it can see. The target takes 18 (4d8) psychic damage, and it must succeed on a DC 14 Intelligence saving throw or be stunned until the end of its next turn. "} {:name "Reaction: Precognitive Insight (3/Day)", :description "When the mage or a creature it can see makes an attack roll, a saving throw, or an ability check, the mage can cause the roll to be made with advantage or disadvantage. "}]}, :jarad-vod-savo {:legendary-actions {:description "Jarad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jarad regains spent legendary actions at the start of his turn. "}, :key :jarad-vod-savo, :int 20, :speed "30 ft.", :name "Jarad Vod Savo", :alignment "neutral evil", :cha 15, :hit-points {:die-count 24, :die 8, :modifier 72}, :type :undead, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 17, :skills {:arcana 12, :insight 10, :perception 10}, :str 14, :saving-throws {:con 10, :int 12, :wis 10}, :challenge 22, :con 16, :dex 16, :wis 16, :props {:language {:common true, :elvish true, :kraul true}, :damage-resistance {:necrotic true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}}, :traits [{:name "Legendary Resistance (3/Day)", :description "If Jarad fails a saving throw, he can choose to succeed instead. "} {:name "Magic Resistance", :description "Jarad has advantage on saving throws against spells and other magical effects. "} {:name "Regeneration", :description "Jarad regains 25 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. He dies only if he starts its turn with 0 hit points and doesn't regenerate. "} {:name "Spellcasting", :description "Jarad is a 14th-level Golgari spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Jarad has the following wizard spells prepared: \nCantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation \n1st level (4 slots): entangle, ray of sickness, sleep \n2nd level (3 slots): Melfs acid arrow, ray of enfeeblement, spider climb, web \n3rd level (3 slots): animate dead, plant growth, vampiric touch \n4th level (3 slots): blight, giant insect, grasping vine \n5th level (2 slots): cloudkill, insect plague \n6th level (1 slot): circle of death, create undead \n7th level (1 slot): finger of death, forcecage "} {:name "Spore Infusion", :description "Jarad is surrounded by a cloud of spores. As a bonus action, he can cause the spores to deal 11 (2d10) poison damage to a creature he can see within 10 feet of him. "} {:name "Turn Resistance", :description "Jarad has advantage on saving throws against any effect that turns undead. "} {:name "Undead Fortitude", :description "If damage reduces Jarad to 0 hit points, he must make a Constitution saving throw with a DC of S + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead. "} {:type :action, :description "Jarad makes two attacks: one with his Noxious Touch and one with his Staff of Svogthir. He can cast a spell with a casting time of 1 action in place of one of these attacks. ", :name "Multiattack"} {:type :action, :name "Noxious Touch", :description "Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 28 (8d6) poison damage, and the target must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. "} {:type :action, :name "Staff of Svogthir", :description "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) poison damage and 13 (3d8) necrotic damage. "} {:type :legendary-action, :name "Cantrip", :description "Jarad casts one of his cantrips. "} {:type :legendary-action, :name "Noxious Touch (Costs 2 Actions)", :description "Jarad uses Noxious Touch. "} {:type :legendary-action, :name "Disrupt Life (Costs 3 Actions)", :description "Each creature within 30 feet of Jarad must make a DC 20 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. "}]}, :galvanic-blastseeker {:key :galvanic-blastseeker, :int 19, :speed "30 ft.", :name "Galvanic Blastseeker", :alignment "chaotic neutral", :cha 13, :hit-points {:die-count 8, :die 8, :modifier 16}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :skills {:acrobatics 6, :arcana 7, :perception 3}, :str 10, :saving-throws {:dex 6}, :challenge 5, :con 14, :dex 17, :wis 10, :props {:language {:common false, :primordial false, :common-and-primordial-plus-any-one-language- true}, :damage-resistance {:lightning true, :thunder true}}, :traits [{:name "Galvanic Overcast (Recharge 5-6)", :description "When the blastseeker casts lightning bolt or thunderwave, it can roll a die. On an odd number, the blastseeker takes 9 (2d8) force damage. On an even number, the spell also deals 9 (2d8) lightning damage to each target that fails its saving throw."} {:name "Heart of the Storm", :description "When the blastseeker casts lightning bolt or thunderwave, all other creatures within 10 feet of the blastseeker each take 3 lightning damage."} {:name "Innate Spellcasting", :description "The blastseeker's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others: \n3/day each: levitate, lightning bolt, thunderwave \n1/day: stoneskin "} {:name "Gust-Propelled Leap", :description "The blastseeker can use a bonus action to fly up to 10 feet without provoking opportunity attacks. "} {:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. "}]}, :reckoner {:key :reckoner, :int 15, :speed "30 ft. ", :name "Reckoner", :alignment "lawful neutral", :cha 10, :hit-points {:die-count 8, :die 8, :modifier 16}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :skills {:arcana 4, :intimidation 2, :perception 3}, :str 16, :challenge 4, :con 15, :dex 12, :wis 12, :props {:language {:common-plus-any-one-language- true}}, :traits [{:name "First Strike", :description "The reckoner has advantage on initiative rolls. "} {:name "Spellcasting", :description "The reckoner is a 5th-level Boros spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The reckoner has the following wizard spells prepared: \nCantrips (at will): blade ward, light, message, shocking grasp \n1st level (4 slots): guiding bolt, shield, thunderwave, witch bolt \n2nd level (3 slots): blur, levitate \n3rd level (2 slots): lightning bolt "} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. "} {:name "Reaction: Lightning Backlash (Recharge 5-6)", :description "When a creature hits the reckoner with an attack, the attacker takes lightning damage equal to half the damage dealt by the attack. "}]}, :precognitive-mage {:key :precognitive-mage, :int 18, :speed "30 ft.", :name "Precognitive Mage", :alignment "lawful neutral", :cha 11, :hit-points {:die-count 14, :die 8}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 11, :skills {:perception 3}, :str 9, :challenge 3, :con 10, :dex 13, :wis 13, :props {:language {:common-plus-any-one-language- true}}, :traits [{:name "Innate Spellcasting", :description "The mage's innate spellcasting ability is Intelligence (spell save DC 14). It can cast the following spells, requiring no material components: \n3/day: detect thoughts, mage armor \n1/day each: clairvoyance, locate object"} {:type :action, :name "Quarterstaff", :description "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands."} {:type :action, :name "Glimpse the Temporal Flood (Recharge 5-6)", :description "The mage targets one creature within 120 feet of it that it can see. The target takes 18 (4d8) psychic damage, and it must succeed on a DC 14 Intelligence saving throw or be stunned until the end of its next turn. "} {:name "Reaction: Precognitive Insight (3/Day)", :description "When the mage or a creature it can see makes an attack roll, a saving throw, or an ability check, the mage can cause the roll to be made with advantage or disadvantage. "}]}, :flying-horror {:key :flying-horror, :int 2, :speed "30 ft., fly 60 ft. ", :name "Flying Horror", :alignment "neutral evil", :cha 16, :hit-points {:die-count 9, :die 8, :modifier 9}, :type :aberration, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 16, :skills {:perception 4, :stealth 7}, :str 9, :challenge 3, :con 12, :dex 20, :wis 15, :props {:damage-vulnerability {:radiant true}, :condition-immunity {:frightened true}}, :traits [{:name "Fear Frenzy", :description "The horror has advantage on attack rolls against frightened creatures. "} {:name "Sunlight Sensitivity", :description "While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage. "} {:type :action, :name "Frightening Screech (Recharge 5-6)", :description "The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the horror's Frightening Screech for the next 24 hours. "}]}, :trostani {:legendary-actions {:description "Trostani can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Trostani regains spent legendary actions at the start of her turn. "}, :key :trostani, :int 16, :speed "30 ft. ", :name "Trostani", :alignment "neutral good", :cha 25, :hit-points {:die-count 24, :die 10, :modifier 120}, :type :fey, :size :large, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 17, :skills {:arcana 9, :insight 16, :nature 9, :perception 16, :persuasion 13}, :str 19, :saving-throws {:con 11, :wis 16, :cha 13}, :challenge 17, :con 20, :dex 14, :wis 30, :props {:language {:common true, :druidic true, :elvish true, :sylvan true}, :condition-immunity {:charmed true, :grappled true}}, :traits [{:name "Challenge Rating", :description "Trostani's challenge rating is 18 (90,000 XP)."} {:name "Innate Spellcasting", :description "Trostani's innate spellcasting ability is Wisdom (spell save DC 24). She can innately cast the following spells, requiring no material components: \nAt will: dispel magic, druidcraft \n3/day each: bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion \n1/day each: conjure fey, mass cure wounds"} {:name "Legendary Resistance (3/0ay)", :description "If Trostani fails a saving throw, she can choose to succeed instead."} {:name "Magic Resistance", :description "Trostani has advantage on saving throws against spells and other magical effects."} {:name "Magic Weapons", :description "Trostani's weapon attacks are magical."} {:name "Speak with Beasts and Plants", :description "Trostani can communicate with beasts and plants as if they shared a language. "} {:name "Tree Stride", :description "Once on her turn, Trostani can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. "} {:type :action, :name "Multiattack", :description "Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action. "} {:type :action, :name "Constrict", :description "Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained. Trostani can grapple no more than three targets at a time. "} {:type :action, :name "Touch of Order", :description "Melee Spell Attack: +16 to hit. reach 5 ft., one creature. Hit: 23 (3d8 + 10) radiant damage, and Trostani can choose one magic item she can see in the target's possession. Unless it's an artifact, the item's magic is suppressed until the start of Trostani's next turn."} {:type :action, :name "Wrath of Mat'Selesnya (Recharge 5-6)", :description "Trostani conjures a momentary whirl of branches and vines at a point she can see within 60 feet of her. Each creature in a 30-foot cube on that point must make a DC 24 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. "} {:type :legendary-action, :name "Voice of Harmony", :description "Trostani makes one melee attack, with advantage on the attack roll. "} {:type :legendary-action, :name "Voice of Life", :description "Trostani bestows 20 temporary hit points on another creature she can see within 120 feet of her. "} {:type :legendary-action, :name "Voice of Order", :description "Trostani casts dispel magic. "} {:type :legendary-action, :name "Chorus of the Conclave (Costs 2 Actions)", :description "Trostani casts suggestion. This counts as one of her daily uses of the spell."} {:type :legendary-action, :name "Awaken Grove Guardians (Costs 3 Actions)", :description "Trostani animates one or two trees she can see within 120 feet of her, causing them to uproot themselves and become awakened trees (see the Monster Manual for their stat blocks) for l minute or until Trostani uses a bonus action to end the effect. These trees understand Druidic and obey Trostani's spoken commands, but can't speak. If she issues no commands to them, the trees do nothing but follow her and take the Dodge action. "}]}, :scorchbringer-guard {:key :scorchbringer-guard, :int 10, :speed "30 ft.", :name "Scorchbringer Guard", :alignment "chaotic neutral", :cha 10, :hit-points {:die-count 2, :die 8, :modifier 2}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 16, :str 13, :challenge 0.5, :con 12, :dex 14, :wis 9, :props {:language {:any-one-language-usually-common- true}}, :traits [{:name "Explosive Tank", :description "When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects that aren't being worn or carried, and it destroys the scorchbringer. "} {:type :action, :name "Light Hammer", :description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. "} {:type :action, :name "Scorchbringer (Recharge 4-6)", :description "The guard's scorchbringer spouts a stream of flame in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. "}]}, :skyswimmer {:key :skyswimmer, :int 7, :speed "10 ft., fly 60 ft.", :name "Skyswimmer", :alignment "unaligned", :cha 6, :hit-points {:die-count 16, :die 20, :modifier 48}, :type :monstrosity, :size :gargantuan, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :skills {:perception 6}, :str 23, :saving-throws {:con 8}, :challenge 13, :con 16, :dex 15, :wis 12, :traits [{:name "Amphibious", :description "The skyswimmer can breathe air and water."} {:type :action, :name "Multiattack", :description "The skyswimmer makes three attacks: one with its bite and two with its slam. "} {:type :action, :name "Bite", :description "Melee Weapon Attack:+ 11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the skyswimmer. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the skyswimmer, and it takes 21 (6d6) acid damage at the start of each of the skyswimmer's turns. If the skyswimmer takes 30 damage or more on a single turn from the swallowed creature, the skyswimmer must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within l 0 feet of the skyswimmer. If the skyswimmer dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. "} {:type :action, :name "Slam", :description "Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage. "}]}, :winged-felidar {:key :winged-felidar, :int 10, :speed "40 ft, fly 40 ft.", :name "Winged Felidar", :alignment "lawful neutral", :cha 14, :hit-points {:die-count 11, :die 10, :modifier 33}, :type :celestial, :size :large, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 17, :skills {:insight 6, :perception 6}, :str 19, :saving-throws {:dex 6, :wis 6, :cha 5}, :challenge 5, :con 17, :dex 16, :wis 17, :props {:language {:understands-celestial-and-common-but-cant-speak true}}, :traits [{:name "Bonding", :description "The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects: \n• The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.\n• The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence.\n• As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn."} {:name "Keen Hearing and Sight", :description "The felidar has advantage on Wisdom {Perception) checks that rely on hearing or sight. "} {:name "Pounce", :description "If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the felidar can make one claw attack against it as a bonus action. "} {:type :action, :name "Multiattack", :description "The felidar makes two attacks: one with its bite and one with its claws."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. "}]}, :lazav {:legendary-actions {:description "Lazav can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lazav regains spent legendary actions at the start of his turn. "}, :key :lazav, :int 22, :speed "40 ft.", :name "Lazav", :damage-immunities "poison", :alignment "neutral evil", :cha 22, :hit-points {:die-count 24, :die 8, :modifier 96}, :type :monstrosity, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :skills {:deception 18, :insight 11, :perception 11, :stealth 19}, :str 16, :saving-throws {:dex 13, :int 12, :wis 11, :cha 12}, :challenge 17, :con 18, :dex 24, :condition-immunities "charmed, frightened, poisoned", :wis 20, :languages "common, thieves cant", :props {:language {:common true, :thieves-cant true}, :damage-resistance {:necrotic true, :poison true}, :damage-immunity {:poison true}, :condition-immunity {:charmed true, :frightened true, :poisoned true}}, :traits [{:name "Elusive", :description "No attack roll has advantage against Lazav unless he is incapacitated. "} {:name "Innate Spellcasting", :description "Lazav's innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components: \nAt will: detect thoughts, encode thoughts, freedom of movement, vicious mockery (4d4 psychic damage) \n3/day each: blur, confusion, mirror image \n1/day each: modify memory, Rory's telepathic bond"} {:name "Legendary Resistance (3/Day)", :description "If Lazav fails a saving throw, he can choose to succeed instead."} {:name "Shapechanger Savant", :description "Lazav can use a bonus action to polymorph into a Small or Medium humanoid he has seen. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed."} {:name "Psychic Defenses", :description "Unless Lazav is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with Lazav only if he allows it. "} {:type :action, :name "Multiattack", :description "Lazav makes three shortsword attacks. "} {:type :action, :name "Shortsword", :description "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) piercing damage plus 10 (3d6) psychic damage, and the target has disadvantage on the next attack roll it makes before Lazav's next turn. "} {:type :legendary-action, :name "Attack", :description "Lazav makes a weapon attack."} {:type :legendary-action, :name "Cast a Spell (Costs 2 Actions)", :description "Lazav casts one of his innate spells. "} {:type :legendary-action, :name "Shifting Nightmare (Costs 3 Actions)", :description "Lazav rapidly takes the form of several nightmarish creatures, lashing out at all nearby. Each creature within 10 feet of Lazav must succeed on a DC 21 Dexterity saving throw or take 18 (4d8) damage of a type chosen by Lazav: acid, cold, fire, lightning, or necrotic. "}]}, :emmara-tandris {:key :emmara-tandris, :int 13, :speed "25 ft.", :name "Emmara Tandris", :alignment "lawful good", :cha 13, :hit-points {:die-count 5, :die 8, :modifier 5}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :skills {:medicine 7, :persuasion 3, :religion 4}, :str 10, :challenge 2, :con 12, :dex 10, :wis 16, :props {:language {:any-two-languages true}}, :traits [{:name "Divine Eminence", :description "As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st."} {:name "Spellcasting", :description "The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:\nCantrips (at will): light, sacred flame, thaumaturgy\n1st level (4 slots): cure wounds, guiding bolt, sanctuary\n2nd level (3 slots): lesser restoration, spiritual weapon\n3rd level (2 slots): dispel magic, spirit guardians"} {:type :action, :name "Mace", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage."}]}, :hybrid-spy {:key :hybrid-spy, :int 13, :speed "30 ft., climb 30 ft. ", :name "Hybrid Spy", :alignment "neutral good", :cha 9, :hit-points {:die-count 4, :die 8, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :skills {:perception 4, :stealth 5}, :str 11, :challenge 0.5, :con 12, :dex 17, :wis 14, :props {:language {:common-plus-any-one-language- true}}, :traits [{:name "Chameleon Skin", :description "The hybrid has advantage on Dexterity (Stealth) checks made to hide. "} {:name "Spider Climb", :description "The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. "} {:type :action, :name "Multiattack", :description "The hybrid makes two shortsword attacks. "} {:type :action, :name "Shortsword", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. "}]}, :kraul-warrior {:key :kraul-warrior, :int 10, :speed "30 ft., climb 30 ft. ", :name "Kraul Warrior", :alignment "neutral evil", :cha 10, :hit-points {:die-count 5, :die 8, :modifier 5}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :str 10, :challenge 0.5, :con 10, :dex 10, :wis 10, :props {:language {:kraul true, :understands-common-but-cant-speak-it true}}, :traits [{:name "Hive Mind", :description "The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul. "} {:name "Pack Tactics", :description "The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't incapacitated."} {:name "Spider Climb", :description "The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. "} {:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. "}]}, :rakdos-performer-fire-eater- {:key :rakdos-performer-fire-eater-, :int 10, :speed "40 ft., climb 30 ft. ", :name "Rakdos Performer (Fire Eater)", :alignment "chaotic evil", :cha 15, :hit-points {:die-count 4, :die 8, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :skills {:acrobatics 7, :performance 4}, :str 13, :saving-throws {:dex 5, :cha 4}, :challenge 1, :con 12, :dex 17, :wis 8, :props {:language {:any-one-language-usually-common- true}}, :traits [{:name "Nimble", :description "The performer can take the Disengage action as a bonus action on each of its turns. "} {:name "Performer Type", :description "The performer is one of the following types: blade juggler, fire eater, or high-wire acrobat. The performer's type determines its action options, presented below. "} {:type :action, :name "Multiattack", :description "The fire eater makes two attacks with its bladed chain. "} {:type :action, :name "Bladed Chain", :description "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage. "} {:type :action, :name "Spew Flame (Recharge 4-6)", :description "The fire eater exhales flames. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. "}]}, :nikya {:key :nikya, :int 10, :speed "30 ft. ", :name "Nikya", :alignment "chaotic neutral", :cha 14, :hit-points {:die-count 12, :die 8, :modifier 36}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 14, :skills {:nature 3, :perception 8, :survival 8}, :str 11, :saving-throws {:dex 5, :con 6, :wis 8}, :challenge 7, :con 16, :dex 15, :wis 20, :props {:language {:common true, :druidic true}}, :traits [{:name "Siege Monster", :description "The druid deals double damage to objects and structures. "} {:name "Speak with Beasts and Plants", :description "The druid can communicate with beasts and plants as if they shared a language. "} {:name "Spellcasting", :description "The druid is a 12th-level Gruul spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared: \nCantrips (at will): druidcraft, produce fire, resistance, thorn whip \n1st level (4 slots): cure wounds.faerie fire, thunderwave \n2nd level (3 slots): beast sense, flame blade, pass without trace \n3rd level (3 slots): conjure animals, dispel magic, plant growth \n4th level (3 slots): dominate beast, freedom of movement, wall of fire \n5th level (2 slots): commune with nature, conjure elemental, scrying \n6th level (1 slot): transport via plants, wall of thorns"} {:type :action, :name "Quarterstaff", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. "}]}, :blood-drinker-vampire {:key :blood-drinker-vampire, :int 16, :speed "40 ft., fly 40 ft. (hover)", :name "Blood Drinker Vampire", :alignment "lawful evil", :cha 19, :hit-points {:die-count 12, :die 8, :modifier 36}, :type :undead, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 16, :skills {:intimidation 7, :perception 4, :stealth 7}, :str 16, :saving-throws {:dex 7, :con 6, :wis 4}, :challenge 8, :con 17, :dex 18, :wis 13, :props {:language {:the-languages-it-knew-in-life true}, :damage-resistance {:necrotic true, :bludgeoning true, :piercing true, :slashing true}}, :traits [{:type :action, :name "Multiattack", :description "The vampire makes three melee attacks, only one of which can be a bite attack."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is humanoid, it must succeed on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."} {:type :action, :name "Rapier", :description "Melee Weapon Attack: +7 to hit, reach S ft., one target. Hit: 8 (1d8 + 4) piercing damage. "} {:type :action, :name "Unarmed Strike", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. The vampire can also grapple the target (escape DC 14) if it is a creature and the vampire has a hand free. "} {:name "Reaction: Parry", :description "The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon. "}]}, :soldier {:key :soldier, :int 10, :speed "30 ft. ", :name "Soldier", :alignment "any alignment", :cha 11, :hit-points {:die-count 3, :die 8, :modifier 3}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :skills {:athletics 3, :perception 2}, :str 13, :challenge 0.5, :con 12, :dex 12, :wis 11, :props {:language {:any-one-language-usually-common- true}}, :traits [{:name "Formation Tactics", :description "The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally. "} {:type :action, :name "Multiattack", :description "The soldier makes two melee attacks. "} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands."}]}, :aurelia {:legendary-actions {:description "Aurelia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Aurelia regains spent legendary actions at the start of her turn. "}, :key :aurelia, :int 17, :speed "50 ft., fly 150 ft.", :name "Aurelia", :alignment "lawful good", :cha 30, :hit-points {:die-count 25, :die 8, :modifier 175}, :type :celestial, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 22, :skills {:insight 14, :perception 14}, :str 26, :saving-throws {:dex 14, :con 14, :cha 17}, :challenge 23, :con 25, :dex 24, :wis 25, :props {:language {:all true}, :damage-resistance {:necrotic true, :radiant true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}}, :traits [{:name "Legendary Resistance (3/Day)", :description "If Aurelia fails a saving throw, she can choose to succeed instead. "} {:name "Magic Resistance", :description "Aurelia has advantage on saving throws against spells and other magical effects."} {:type :action, :name "Multiattack", :description "Aurelia makes three longsword attacks and uses Leadership."} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage. "} {:type :action, :name "Leadership", :description "Aurelia utters a few inspiring words to one creature she can see within 30 feet of her. If the creature can hear her, it can add a d10 to one attack roll or saving throw it makes before the start of Aurelia's next turn. "} {:type :action, :name "Warleader's Helix (Recharge 5-6)", :description "Ranged Spell Attack: + 17 to hit, range 60 ft., one creature. Hit: 54 (12d8) radiant damage, and Aurelia can choose another creature she can see within 10 feet of the target. The second creature regains 27 (6d8) hit points."} {:name "Reaction: Parry", :description "Aurelia adds 7 to her AC against one melee attack that would hit her. To do so, Aurelia must see the attacker and be wielding a melee weapon. "} {:name "Reaction: Unyielding", :description "When Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither moved nor knocked prone. "} {:type :legendary-action, :name "Command Allies", :description "Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Aurelia, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll."} {:type :legendary-action, :name "Longsword Attack (Costs 2 Actions)", :description "Aurelia makes one longsword attack. "} {:type :legendary-action, :name "Frighten Foes (Costs 3 Actions)", :description "Aurelia targets up to five creatures she can see within 30 feet of her. Each target must succeed on a DC 25 Wisdom saving throw or be frightened of her until the end of her next turn. Any target within 5 feet of Aurelia has disadvantage on the saving throw."}]}, :judith {:key :judith, :int 12, :speed "30 ft.", :name "Judith", :alignment "chaotic evil", :cha 18, :hit-points {:die-count 5, :die 8, :modifier 5}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 12, :skills {:deception 6, :performance 6}, :str 11, :challenge 2, :con 13, :dex 12, :wis 9, :languages "common plus any one language", :props {:language {:common-plus-any-one-language- true}}, :traits [{:name "Spellcasting", :description "The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following bard spells: \nCantrips (at will): dancing lights, minor illusion, vicious mockery \n1st level (4 slots): bane, dissonant whispers, silent image, Tasha's hideous laughter, thunderwave \n2nd level (3 slots): crown of madness, enthrall, suggestion "} {:type :action, :name "Club", :description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. "}]}, :thought-spy {:key :thought-spy, :int 16, :speed "30 ft.", :name "Thought Spy", :alignment "neutral evil", :cha 14, :hit-points {:die-count 6, :die 8}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :skills {:deception 6, :insight 3, :investigation 5, :perception 3, :sleight-of-hand 4, :stealth 4}, :str 11, :challenge 1, :con 10, :dex 14, :wis 13, :props {:language {:common-plus-any-one-language- true}}, :traits [{:name "Cunning Action", :description "On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action. "} {:name "Innate Spellcasting (Psionics)", :description "The thought spy's innate spellcasting ability is Intelligence (spell save DC 13). The thought spy can innately cast the following spells, requiring no components: \nAt will: charm person, disguise self, encode thoughts\n1/day each: blur, detect thoughts, gaseous form "} {:type :action, :name "Multiattack", :description "The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers. "} {:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. "} {:type :action, :name "Rapier", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. "}]}, :krenko {:key :krenko, :int 10, :speed "30 ft.", :name "Krenko", :alignment "neutral good", :cha 14, :hit-points {:die-count 6, :die 6}, :type :humanoid, :size :small, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 17, :skills {:deception 4, :persuasion 4, :stealth 6}, :str 10, :challenge 1, :con 10, :dex 14, :wis 8, :traits [{:description "Krenko can take the Disengage or Hide action as a bonus action on each of his turns.", :name "Nimble Escape"} {:type :action, :description "Krenko makes two attacks with his scimitar.", :name "Multiattack"} {:type :action, :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) slashing damage plus 2 (ld4) poison damage.", :name "Scimitar"} {:type :action, :description "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.", :name "Light Crossbow"} {:description "When a creature Krenko can see targets him with an attack, Krenko chooses another goblin within 5 feet of him. The two goblins swap places, and the chosen goblin becomes the target instead.", :name "Redirect Attack"}]}, :deathpact-angel {:key :deathpact-angel, :int 19, :speed "30 ft., fly 90 ft. ", :name "Deathpact Angel", :alignment "lawful evil", :cha 23, :hit-points {:die-count 27, :die 8, :modifier 54}, :type :celestial, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :skills {:insight 10, :intimidation 11, :perception 10, :persuasion 11}, :str 16, :saving-throws {:int 9, :wis 10, :cha 11}, :challenge 14, :con 14, :dex 18, :wis 20, :props {:language {:all true}, :damage-resistance {:necrotic true, :radiant true, :bludgeoning true, :piercing true, :slashing true}, :condition-immunity {:charmed true, :frightened true}}, :traits [{:name "Exploitation of the Debtors", :description "As a bonus action, the angel targets a creature charmed by it that it can see within 30 feet of it. The angel deals 11 (2d10) necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt. "} {:name "Flyby", :description "The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach. "} {:name "Innate Spellcasting", :description "The angel's innate spellcasting ability is Charisma (spell save DC 19, + 11 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components: \nAt will: command (as a 2nd-level spell), detect evil and good \n3/day each: charm person (as a 5th-level spell), darkness, suggestion \n1/day: raise dead"} {:name "Magic Resistance", :description "The angel has advantage on saving throws against spells and other magical effects. "} {:type :action, :name "Multiattack", :description "The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks. "} {:type :action, :name "Scythe", :description "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage. "} {:type :action, :name "Chains of Obligation", :description "The angel targets one creature charmed by it that it can see within 90 feet of it. The target must succeed on a DC 19 Charisma saving throw or become paralyzed for 1 minute or until it takes any damage. "}]}, :kraul-death-priest {:key :kraul-death-priest, :int 12, :speed "30 ft., climb 30 ft., fly 40 ft. ", :name "Kraul Death Priest", :alignment "neutral evil", :cha 10, :hit-points {:die-count 10, :die 8, :modifier 20}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :skills {:insight 4, :nature 3, :religion 3}, :str 16, :saving-throws {:con 4, :wis 4}, :challenge 4, :con 14, :dex 12, :wis 15, :props {:language {:common true, :kraul true}}, :traits [{:name "Feed on Death", :description "When a creature within 30 feet of the kraul drops to 0 hit points, the kraul or another creature of its choice within 30 feet of it gains 5 (1d10) temporary hit points, provided the kraul isn't incapacitated. "} {:name "Hive Mind", :description "The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul. "} {:name "Innate Spellcasting", :description "The kraul's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kraul can innately cast the following spells, requiring no material components: \nAt will: chill touch, poison spray \n3/day each: ray of enfeeblement, ray of sickness \n1/day each: animate dead, blight, vampiric touch "} {:name "Pack Tactics", :description "The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't incapacitated. "} {:name "Spider Climb", :description "The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. "} {:type :action, :name "Multiattack", :description "The kraul makes one attack with its quarterstaff and casts one of its spells with a casting time of 1 action. "} {:type :action, :name "Quarterstaff", :description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (ld8+3) bludgeoning damage if used with two hands. "}]}, :obzedat-ghost {:legendary-actions {:description "If five Obzedat ghosts are all within 30 feet of each other, they can collectively take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Obzedat ghosts regain spent legendary actions at the start of the turn of the ghost with the highest initiative. "}, :key :obzedat-ghost, :int 18, :speed "0 ft., fly 30 ft. (hover)", :name "Obzedat Ghost", :alignment "lawful evil", :cha 17, :hit-points {:die-count 20, :die 8, :modifier 20}, :type :undead, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 14, :skills {:insight 8, :perception 8}, :str 10, :saving-throws {:int 7, :wis 8}, :challenge 8, :con 13, :dex 10, :wis 20, :props {:language {:common true}, :damage-resistance {:acid true, :cold true, :fire true, :lightning true, :thunder true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:necrotic true, :poison true}, :condition-immunity {:charmed true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}}, :traits [{:name "Armor Class", :description "An Obzedat Ghost's armor class is 14 plus 1 for each other Obzedat ghost within 30 feet of it."} {:name "Council of Five", :description "The ghost has a trait based on who it is, as shown below:"} {:name "Enezesku: Enfeebling Ray", :description "Enezesku's Innate Spellcasting trait includes ray of enfeeblement, which he can cast at will."} {:name "Fautomni: Undead Fortitude", :description "If damage reduces Fautomni to 0 hit points, he must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, Fautomni drops to 1 hit point instead. "} {:name "Karlov: Unnatural Vigor", :description "When Karlov regains hit points, he has advantage on attack rolls he makes on his next turn. "} {:name "Vuliev: Teleportation", :description "Vuliev's Innate Spellcasting trait includes misty step, which he can cast at will. "} {:name "Xil Xaxosz: Lingering Spite", :description "When Xil Xaxosz is reduced to 0 hit points, his incorporeal form explodes in a burst of necrotic energy. Each creature within 5 feet of him must make a DC 16 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. "} {:name "Ethereal Sight", :description "The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. "} {:name "Incorporeal Movement", :description "The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. "} {:name "Innate Spellcasting", :description "The ghost's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: chill touch (at 5th level, and the ghost regains hit points equal to half the amount of damage the target takes)\n1/day each: sanctuary, spirit guardians (at 4th level)"} {:name "Legendary Resistance (1/Day)", :description "If the ghost fails a saving throw, it can choose to succeed instead. "} {:type :action, :name "Life Drain", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage, and the ghost regains hit points equal to half the amount of damage the target takes. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target's hit point maximum lasts until the target finishes a long rest. "} {:type :action, :name "Convene the Ghost Council", :description "The ghost summons the other four members of the Obzedat. At the start of the ghost's next turn, the other members appear in unoccupied spaces within 30 feet of the summoner. The ghosts each roll initiative when they appear. "} {:type :legendary-action, :name "Forced Obedience", :description "A target that all of the Obzedat ghosts can see must succeed on a DC 16 Wisdom saving throw or bow until the end of its next turn. Until this bow ends, the target can't take actions or reactions, and its speed is 0 and can't be increased. "} {:type :legendary-action, :name "Indentured Spirits (Costs 3 Actions)", :description "The Obzedat ghosts conjure 1d6 Indentured Spirits within 60 feet of one of them. "}]}, :flying-kraul-warrior {:key :flying-kraul-warrior, :int 10, :speed "30 ft., climb 30 ft., fly 40 ft.", :name "Flying Kraul Warrior", :alignment "neutral evil", :cha 10, :hit-points {:die-count 5, :die 8, :modifier 5}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :str 10, :challenge 0.5, :con 10, :dex 10, :wis 10, :props {:language {:kraul true, :understands-common-but-cant-speak-it true}}, :traits [{:name "Hive Mind", :description "The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul. "} {:name "Pack Tactics", :description "The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't incapacitated."} {:name "Spider Climb", :description "The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. "} {:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. "}]}, :firemane-angel {:key :firemane-angel, :int 12, :speed "40 ft., fly 120 ft.", :name "Firemane Angel", :alignment "chaotic good", :cha 23, :hit-points {:die-count 18, :die 8, :modifier 54}, :type :celestial, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :skills {:insight 6, :perception 6}, :str 22, :saving-throws {:str 10, :wis 6, :cha 10}, :challenge 12, :con 17, :dex 15, :wis 14, :props {:language {:all true}, :damage-resistance {:fire true, :radiant true, :bludgeoning true, :piercing true, :slashing true}, :condition-immunity {:charmed true, :frightened true}}, :traits [{:name "Flyby", :description "The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach."} {:name "Innate Spellcasting", :description "The angel's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components: \n3/day each: compelled duel, guiding bolt (as a 5th-level spell) \n1/day each: daylight, fireball (as a 6th-level spell)"} {:name "Magic Resistance", :description "The angel has advantage on saving throws against spells and other magical effects."} {:name "Relentless (Recharges after a Short or Long Rest)", :description "If the angel takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead."} {:type :action, :name "Multiattack", :description "The angel makes two melee attacks. "} {:type :action, :name "Longsword", :description "Melee Weapon Attack: +10 to hit, reach S ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 22 (5d8) fire or radiant damage (angel's choice)."}]}, :firefist {:key :firefist, :int 11, :speed "30 ft.", :name "Firefist", :alignment "lawful good", :cha 13, :hit-points {:die-count 18, :die 8, :modifier 36}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :skills {:intimidation 4, :religion 3}, :str 16, :saving-throws {:con 5, :wis 6}, :challenge 7, :con 14, :dex 10, :wis 17, :props {:language {:any-one-language-usually-common- true}}, :traits [{:name "Spellcasting", :description "The firefist is a 9th-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared: \nCantrips (at will): fire bolt, light, sacred flame, spare the dying \n1st level (4 slots): guiding bolt, healing word, heroism, shield of faith \n2nd level (3 slots): lesser restoration, scorching ray \n3rd level (3 slots): blinding smite, crusader's mantle, revivify \n4th level (3 slots): banishment, wolf of fire \n5th level (1 slot): flame strike "} {:type :action, :name "Multiattack", :description "The firefist makes two greatsword attacks. "} {:type :action, :name "Greatsword", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."} {:name "Reaction: Guided Attack (Recharges after a Short or Long Rest)", :description "When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a+ 10 bonus to that roll. "}]}, :galvanice-weird {:key :galvanice-weird, :int 3, :speed "30 ft. ", :name "Galvanice Weird", :alignment "chaotic neutral", :cha 5, :hit-points {:die-count 3, :die 8, :modifier 9}, :type :elemental, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 12, :str 14, :challenge 1, :con 17, :dex 10, :wis 10, :props {:damage-resistance {:cold true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true, :unconscious true}}, :traits [{:name "Death Burst", :description "When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one. "} {:type :action, :name "Slam", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or lose the ability to use reactions until the start of the weird's next turn. "}]}, :hybrid-flier {:key :hybrid-flier, :int 11, :speed "30 ft., fly 40 ft. ", :name "Hybrid Flier", :alignment "neutral good", :cha 11, :hit-points {:die-count 6, :die 8, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :str 12, :challenge 2, :con 14, :dex 16, :wis 10, :props {:language {:common-plus-any-one-language- true}, :damage-resistance {:acid true}}, :traits [{:type :action, :name "Multiattack", :description "The hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid. "} {:type :action, :name "Javelin", :description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. "} {:type :action, :name "Spit Acid", :description "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (4d4) acid damage. "}]}, :isperia {:legendary-actions {:description "Isperia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Isperia regains spent legendary actions at the start of her turn. "}, :key :isperia, :int 23, :speed "40 ft., fly 60 ft. ", :name "Isperia", :alignment "lawful neutral", :cha 20, :hit-points {:die-count 18, :die 20, :modifier 72}, :type :monstrosity, :size :gargantuan, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 17, :skills {:arcana 13, :history 13, :insight 15, :perception 15}, :str 20, :saving-throws {:dex 9, :con 11, :int 13, :wis 15}, :challenge 21, :con 18, :dex 14, :wis 26, :props {:language {:common true, :sphinx true}, :damage-immunity {:bludgeoning true, :piercing true, :slashing true, :psychic true}, :condition-immunity {:charmed true, :frightened true}}, :traits [{:name "Innate Spellcasting", :description "Isperia's innate spellcasting ability is Wisdom (spell save DC 23). Isperia can innately cast imprisonment twice per day, requiring no material components. "} {:name "Inscrutable", :description "Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage. "} {:name "Legendary Resistance (3/Day)", :description "If Isperia fails a saving throw, she can choose to succeed instead. "} {:name "Magic Resistance", :description "Isperia has advantage on saving throws against spells and other magical effects. "} {:name "Spellcasting", :description "Isperia is a 15th-level Azorius spellcaster. Her spellcasting ability is Wisdom (spell save DC 23, +14 to hit with spell attacks). Isperia has the following cleric spells prepared: \nCantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy \n1st level (4 slots): command, detect evil and good, ensnaring strike, sanctuary, shield of faith \n2nd level (3 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth \n3rd level (3 slots): bestow curse, clairvoyance, counterspell, dispel magic, tongues \n4th level (3 slots): divination, locate creature \n5th level (2 slots): dispel evil and good, scrying \n6th level (1 slot): word of recall \n7th level (1 slot): divine word \n8th level (1 slot): antimagic field "} {:type :action, :name "Multiattack", :description "Isperia makes two claw attacks. She can cast a spell with a casting time of 1 action in place of one claw attack. "} {:type :action, :name "Claw", :description "Melee Weapon Attack: + 12 to hit, reach 5 ft .. one target. Hit: 21 (3d10 + 5) slashing damage. If the target is a creature, it must succeed on a DC 23 Wisdom saving throw or take 14 (4d6) psychic damage after each attack it makes against Isperia before the start of her next turn. "} {:type :action, :name "Supreme Legal Authority", :description "Isperia chooses up to three creatures she can see within 90 feet of her. Each target must succeed on a DC 23 Intelligence saving throw or Isperia chooses an action for that target: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can end the effect on itself with a successful DC 23 Intelligence saving throw. A target that succeeds on the saving throw becomes immune to Isperia's Supreme Legal Authority for 24 hours. "} {:type :legendary-action, :name "Claw Attack", :description "Isperia makes one claw attack. "} {:type :legendary-action, :name "Cast a Spell (Costs 2 Actions)", :description "Isperia casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal. "} {:type :legendary-action, :name "Supreme Legal Authority (Costs 3 Actions)", :description "Isperia uses Supreme Legal Authority. "}]}, :sire-of-insanity {:key :sire-of-insanity, :int 14, :speed "40 ft.", :name "Sire of Insanity", :alignment "chaotic evil", :cha 22, :hit-points {:die-count 15, :die 12, :modifier 60}, :type :fiend, :size :huge, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 17, :skills {:deception 10, :intimidation 10}, :str 23, :saving-throws {:con 8, :int 6, :wis 8, :cha 10}, :challenge 12, :con 19, :dex 6, :wis 19, :props {:language {:abyssal true, :common true, :telepathy-120-ft- true}, :damage-resistance {:cold true, :fire true, :lightning true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Aura of Mind Erosion", :description "Any creature that starts its turn within 30 feet of the sire must make a DC 18 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves. At the start of each of its turns, the sire can suppress this aura until the start of its next turn. "} {:name "Innate Spellcasting", :description "The sire's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The sire can innately cast the following spells, requiring no material components: \nAt will: clairvoyance, crown of madness, major image, suggestion \n1/day each: confusion, mass suggestion "} {:name "Magic Resistance", :description "The sire has advantage on saving throws against spells and other magical effects."} {:type :action, :name "Multiattack", :description "The sire makes two attacks: one with its bite and one with its claws."} {:type :action, :name "Bite", :description "Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 25 (3d12 + 6) piercing damage plus 16 (3d10) psychic damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) psychic damage. "}]}, :bloodfray-giant {:key :bloodfray-giant, :int 7, :speed "40 ft. ", :name "Bloodfray Giant", :alignment "chaotic evil", :cha 9, :hit-points {:die-count 9, :die 12, :modifier 45}, :type :giant, :size :huge, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 14, :skills {:athletics 9, :perception 2}, :str 23, :saving-throws {:str 9, :con 8, :wis 2}, :challenge 6, :con 20, :dex 9, :wis 8, :props {:language {:giant true}}, :traits [{:type :action, :name "Chain", :description "Melee Weapon Attack: +9 to hit, reach 20 ft., one tar· get. Hit: 16 (3d6 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the giant can't use this attack on anyone else. "} {:type :action, :name "Rock", :description "Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. "} {:name "Reaction: Furious Defense", :description "After a creature the giant can see is dealt damage by a foe within 20 feet of the giant, the giant makes a chain attack against that foe. "}]}, :gloamwing {:key :gloamwing, :int 2, :speed "30 ft., fly 60 ft. ", :name "Gloamwing", :alignment "neutral evil", :cha 6, :hit-points {:die-count 16, :die 10, :modifier 48}, :type :undead, :size :large, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 16, :skills {:perception 3, :stealth 6}, :str 20, :saving-throws {:str 8, :dex 6}, :challenge 8, :con 17, :dex 16, :wis 11, :props {:language {:understands-common true}, :damage-resistance {:necrotic true, :bludgeoning true, :piercing true, :slashing true}, :damage-immunity {:poison true}, :condition-immunity {:charmed true, :frightened true, :poisoned true}}, :traits [{:name "Death Link", :description "If its specter rider is reduced to 0 hit points, the gloamwing is destroyed. "} {:name "Flyby", :description "The gloamwing doesn't provoke an opportunity attack when it flies out of an enemy's reach. "} {:name "Sunlight Sensitivity", :description "While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. "} {:type :action, :name "Multiattack", :description "The gloamwing makes two attacks: one with its bite and one with its claws. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. "}]}, :conclave-dryad {:key :conclave-dryad, :int 19, :speed "30 ft. ", :name "Conclave Dryad", :alignment "lawful good", :cha 21, :hit-points {:die-count 22, :die 8, :modifier 44}, :type :fey, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 16, :skills {:arcana 8, :nature 8, :perception 9}, :str 12, :saving-throws {:int 8, :wis 9, :cha 9}, :challenge 9, :con 14, :dex 19, :wis 20, :props {:language {:common true, :elvish true, :sylvan true}}, :traits [{:name "Innate Spellcasting", :description "The dryad's innate spellcasting ability is Charisma (spell save DC 17). The dryad can innately cast the following spells, requiring no material components: \nAt will: druidcraft \n3/day each: dispel magic, entangle, plant growth, spike growth \n1/day each: moonbeam, grasping vine, wall of thorns "} {:name "Magic Resistance", :description "The dryad has advantage on saving throws against spells and other magical effects. "} {:name "Speak with Beasts and Plants", :description "The dryad can communicate with beasts and plants as if they and the dryad shared a language."} {:type :action, :name "Multiattack", :description "The dryad makes three attacks, using its vine staff, its longbow, or both. "} {:type :action, :name "Vine Staff", :description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success. "} {:type :action, :name "Longbow", :description "Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. "} {:type :action, :name "Summon Mount (1/Day)", :description "The dryad magically summons a mount, which appears in an unoccupied space within 60 feet of the dryad. The mount remains for 8 hours, until it or the dryad dies, or until the dryad dismisses it as an action. The mount uses the stat block of an elk (see the Monster Manual) with these changes: it is a plant instead of a beast, it has an Intelligence of 6, and it understands Sylvan but can't speak. While within 1 mile of the mount, the dryad can communicate with it telepathically. "} {:type :action, :name "Suppress Magic (Recharge 5-6)", :description "The dryad targets one magic item it can see within 120 feet of it. If the magic item isn't an artifact, its magical properties are suppressed for 10 minutes, until the dryad is incapacitated or dies, or until the dryad uses a bonus action to end the effect. "}]}, :mizzix {:key :mizzix, :int 19, :speed "30 ft.", :name "Mizzix", :alignment "chaotic neutral", :cha 13, :hit-points {:die-count 8, :die 8, :modifier 16}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :skills {:acrobatics 6, :arcana 7, :perception 3}, :str 10, :saving-throws {:dex 6}, :challenge 5, :con 14, :dex 17, :wis 10, :props {:language {:common false, :primordial false, :common-and-primordial-plus-any-one-language- true}, :damage-resistance {:lightning true, :thunder true}}, :traits [{:name "Galvanic Overcast (Recharge 5-6)", :description "When the blastseeker casts lightning bolt or thunderwave, it can roll a die. On an odd number, the blastseeker takes 9 (2d8) force damage. On an even number, the spell also deals 9 (2d8) lightning damage to each target that fails its saving throw."} {:name "Heart of the Storm", :description "When the blastseeker casts lightning bolt or thunderwave, all other creatures within 10 feet of the blastseeker each take 3 lightning damage."} {:name "Innate Spellcasting", :description "The blastseeker's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others: \n3/day each: levitate, lightning bolt, thunderwave \n1/day: stoneskin "} {:name "Gust-Propelled Leap", :description "The blastseeker can use a bonus action to fly up to 10 feet without provoking opportunity attacks. "} {:type :action, :name "Spear", :description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. "}]}, :lawmage {:key :lawmage, :int 17, :speed "30 ft. ", :name "Lawmage", :alignment "lawful neutral", :cha 13, :hit-points {:die-count 13, :die 8, :modifier 26}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 15, :skills {:arcana 6, :perception 5, :persuasion 4}, :str 13, :saving-throws {:int 6, :wis 5}, :challenge 6, :con 14, :dex 12, :wis 14, :props {:language {:common-plus-any-one-language- true}}, :traits [{:name "Spellcasting", :description "The lawmage is an 8th-level Azorius spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The lawmage has the following wizard spells prepared: \nCantrips (at will): fire bolt.friends, light, message \n1st level (4 slots): alarm, expeditious retreat, shield \n2nd level (3 slots): arcane lock, detect thoughts, hold person \n3rd level (3 slots): clairvoyance, dispel magic, slow \n4th level (2 slots): locate creature, stoneskin"} {:type :action, :name "Quarterstaff", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands. "}]}, :teysa-karlov {:key :teysa-karlov, :int 17, :speed "30 ft.", :name "Teysa Karlov", :alignment "lawful evil", :cha 11, :hit-points {:die-count 9, :die 8}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 12, :skills {:arcana 6, :history 6}, :str 9, :saving-throws {:int 6, :wis 4}, :challenge 6, :con 11, :dex 14, :wis 12, :props {:language {:common true, :elvish true, :draconic true, :abyssal true}}, :traits [{:name "Spellcasting", :description "The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:\nCantrips (at will): fire bolt, friends, guidance, light, mage hand, prestidigitation\n1st level (4 slots): command, detect magic, illusory script, mage armor, magic missile, shield\n2nd level (3 slots): enthrall, misty step, ray of enfeeblement, suggestion, zone of truth\n3rd level (3 slots): bestow curse, counterspell, fireball, fly, speak with dead, spirit guardians\n4th level (3 slots): blight, death ward, greater invisibility, ice storm, Leomund's secret chest\n5th level (1 slot): cone of cold, geas"} {:type :action, :name "Dagger", :description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."}]}, :category-2-krasis {:key :category-2-krasis, :int 2, :speed "40 ft. ", :name "Category 2 Krasis", :alignment "unaligned", :cha 8, :hit-points {:die-count 16, :die 10, :modifier 48}, :type :monstrosity, :size :large, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 15, :str 18, :challenge 6, :con 16, :dex 14, :wis 13, :traits [{:name "Amphibious", :description "The krasis can breathe air and water. "} {:type :action, :name "Multiattack", :description "The krasis makes two attacks: one with its bite and one with its claws. "} {:type :action, :name "Bite", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage. "} {:type :action, :name "Claws", :description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. "}]}, :skittering-horror {:key :skittering-horror, :int 2, :speed "40 ft., climb 40 ft. ", :name "Skittering Horror", :alignment "neutral evil", :cha 18, :hit-points {:die-count 24, :die 12, :modifier 72}, :type :aberration, :size :huge, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 17, :skills {:perception 7, :stealth 8}, :str 22, :challenge 15, :con 17, :dex 16, :wis 14, :props {:damage-vulnerability {:radiant true}, :condition-immunity {:frightened true}}, :traits [{:name "Spider Climb", :description "The horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."} {:name "Sunlight Sensitivity", :description "While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. "} {:type :action, :name "Multiattack", :description "The horror can use its Maddening Presence and make three attacks: one with its bite and two with its claws. "} {:type :action, :name "Bite", :description "Melee Weapon Atiack: +11 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage."} {:type :action, :name "Claws", :description "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) slashing damage. "} {:type :action, :name "Maddening Presence", :description "The horror targets one creature it can see within 30 feet of it. If the target can see or hear the horror, the target must make a DC 17 Wisdom saving throw. On a failed saving throw, the target becomes paralyzed until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the horror's Maddening Presence for the next 24 hours. "}]}, :anarch-medium-variant- {:key :anarch-medium-variant-, :int 9, :speed "30 ft. ", :name "Anarch (Medium Variant)", :alignment "chaotic neutral", :cha 10, :hit-points {:die-count 2, :die 8, :modifier 2}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 13, :skills {:perception 2, :survival 2}, :str 14, :challenge 0.25, :con 12, :dex 13, :wis 11, :props {:language {:any-one-language-usually-common- true}}, :traits [{:name "Aggressive", :description "As a bonus action, the anarch can move up to its speed toward a hostile creature it can see. "} {:name "Siege Monster", :description "The anarch deals double damage to objects and structures. "} {:type :action, :name "Spiked Club", :description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands. "}]}, :hybrid-poisoner {:key :hybrid-poisoner, :int 12, :speed "40 ft.", :name "Hybrid Poisoner", :alignment "neutral good", :cha 12, :hit-points {:die-count 4, :die 8, :modifier 8}, :type :humanoid, :size :medium, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 14, :skills {:athletics 3, :perception 3, :stealth 6}, :str 12, :saving-throws {:dex 6, :con 4}, :challenge 1, :con 14, :dex 19, :wis 13, :props {:language {:common-plus-any-one-language- true}, :damage-immunity {:poison true}, :condition-immunity {:poisoned true}}, :traits [{:name "Assassinate", :description "During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a surprised creature is a critical hit. "} {:name "Poisonous Skin", :description "Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage. "} {:type :action, :name "Toxic Touch", :description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target's turns, it must repeat the save, taking 3 (1d6) poison damage on a failed save, or ending the effect on itself on a successful one. "}]}, :orzhov-giant {:key :orzhov-giant, :int 12, :speed "40 ft.", :name "Orzhov Giant", :alignment "lawful evil", :cha 8, :hit-points {:die-count 8, :die 10, :modifier 40}, :type :giant, :size :large, :option-pack "Guildmasters' Guide to Ravnica", :armor-class 18, :str 23, :saving-throws {:dex 4, :con 8, :wis 4}, :challenge 6, :con 21, :dex 13, :wis 13, :props {:language {:common true, :giant true}}, :traits [{:name "Focus", :description "As a bonus action, the giant can target a creature it can see within 30 feet of it and make that creature its focus. The target remains the giant's focus for 1 minute, or until either the target or the giant drops to 0 hit points. When the giant makes an attack roll against its focus, it adds a d4 to its attack roll. If the giant attacks a different target while it has a focus, it subtracts a d4 from its attack roll."} {:type :action, :name "Multiattack", :description "The giant makes two greataxe attacks."} {:type :action, :name "Greataxe", :description "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. If the Orzhov giant scores a critical hit, it rolls the damage dice three times, instead of twice. "} {:type :action, :name "Rock", :description "Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. "}]}}, :orcpub.dnd.e5/subraces {:dexterity-variant {:race :simic-hybrid, :traits [], :name "Dexterity Variant", :option-pack "Guildmasters' Guide to Ravnica", :abilities {:orcpub.dnd.e5.character/dex 1}, :key :dexterity-variant}, :strength-variant {:race :simic-hybrid, :traits [], :name "Strength Variant", :option-pack "Guildmasters' Guide to Ravnica", :abilities {:orcpub.dnd.e5.character/str 1}, :key :strength-variant}, :intelligence-variant {:race :simic-hybrid, :traits [], :option-pack "Guildmasters' Guide to Ravnica", :name "Intelligence Variant", :abilities {:orcpub.dnd.e5.character/int 1}, :key :intelligence-variant}, :wisdom-variant {:race :simic-hybrid, :traits [], :option-pack "Guildmasters' Guide to Ravnica", :name "Wisdom Variant", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :wisdom-variant}, :charisma-variant {:race :simic-hybrid, :traits [], :option-pack "Guildmasters' Guide to Ravnica", :name "Charisma Variant", :abilities {:orcpub.dnd.e5.character/cha 1}, :key :charisma-variant}}}, "Volo's Guide to Monsters" {:orcpub.dnd.e5/languages {:aquan {:key :aquan, :name "Aquan", :option-pack "Volo's Guide to Monsters", :description "You can speak, read, and write aquan."}, :grung {:key :grung, :name "Grung", :option-pack "Volo's Guide to Monsters", :description "You can speak, read, and write grung."}, :tlincalli {:key :tlincalli, :name "Tlincalli", :option-pack "Volo's Guide to Monsters", :description "You can speak, read, and write tincalli."}, :vegepygmy {:key :vegepygmy, :name "Vegepygmy", :option-pack "Volo's Guide to Monsters", :description "You can speak, read, and write vegepygmy."}}, :orcpub.dnd.e5/monsters {:warlock-of-the-great-old-one {:key :warlock-of-the-great-old-one, :int 12, :speed "30ft", :name "Warlock of the Great Old One", :alignment "any alignment", :cha 18, :hit-points {:die 8, :die-count 14, :modifier 28}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 4, :history 4}, :str 9, :saving-throws {:cha 7, :wis 4}, :challenge 6, :con 15, :dex 14, :wis 12, :props {:damage-resistance {:psychic true}, :language {:any-two-languages true, :telepathy-30-ft- true}}, :traits [{:description "The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: \nAt will: detect magic, jump, levitate, mage armor (self only), speak with dead \n1/day each: arcane gate, true seeing ", :name "Innate Spellcasting"} {:description "The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp \n1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch ", :name "Spellcasting"} {:description "At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated. ", :name "Whispering Aura"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach S ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", :name "Dagger", :type :action}]}, :neothelid {:key :neothelid, :int 3, :speed "30 ft. ", :name "Neothelid", :alignment "chaotic evil", :cha 12, :hit-points {:die 20, :die-count 21, :modifier 105}, :type :aberration, :size :gargantuan, :option-pack "Volo's Guide to Monsters", :armor-class 16, :str 27, :saving-throws {:cha 6, :int 1, :wis 8}, :challenge 13, :con 21, :dex 7, :wis 16, :traits [{:description "The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. ", :name "Creature Sense"} {:description "The neothelid's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components: \nAt will: levitate \n1/day each: confusion, feeblemind, telekinesis ", :name "Innate Spellcasting (Psionics)"} {:description "The neothelid has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Melee Weapon Attack: + 13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid's turns. If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.", :name "Tentacles", :type :action} {:description "The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. ", :name "Acid Breath (Recharge 5-6)", :type :action}]}, :vegepygmy-chief {:key :vegepygmy-chief, :int 7, :speed "30 ft. ", :name "Vegepygmy Chief", :alignment "neutral", :cha 9, :hit-points {:die 6, :die-count 6, :modifier 12}, :type :plant, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 3, :stealth 4}, :str 14, :challenge 2, :con 14, :dex 14, :wis 12, :props {:damage-resistance {:lightning true, :piercing true}, :language {:vegepygmy true}}, :traits [{:description "The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. ", :name "Plant Camouflage"} {:description "The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "The vegepygmy makes two attacks with its claws or two melee attacks with its spear. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ", :name "Claws", :type :action} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. ", :name "Spear", :type :action} {:description "A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn't a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Spores (1/Day)", :type :action}]}, :orc-red-fang-of-shargaas {:key :orc-red-fang-of-shargaas, :int 9, :speed "30 ft. ", :name "Orc Red Fang of Shargaas", :alignment "chaotic evil", :cha 9, :hit-points {:die 8, :die-count 8, :modifier 16}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:intimidation 1, :perception 2, :stealth 5}, :str 11, :challenge 3, :con 15, :dex 16, :wis 11, :props {:language {:common true, :orc true}}, :traits [{:description "On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.", :name "Cunning Action"} {:description "The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks). ", :name "Hand of Shargaas"} {:description "Magical darkness doesn't impede the orc's darkvision.", :name "Shargaas's Sight"} {:description "In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the ore hits a creature that round who was surprised, the hit is automatically a critical hit. ", :name "Slayer"} {:description "The orc makes two scimitar or dart attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. ", :name "Scimitar", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4 + 3) piercing damage. ", :name "Dart", :type :action} {:description "The orc casts darkness without any components. Wisdom is its spellcasting ability. ", :name "Veil of Shargaas (Recharges after a Short or Long Rest)", :type :action}]}, :banderhobb {:key :banderhobb, :int 11, :speed "30 ft. ", :name "Banderhobb", :alignment "neutral evil", :cha 8, :hit-points {:die 10, :die-count 8, :modifier 40}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:athletics 8, :stealth 7}, :str 20, :challenge 5, :con 20, :dex 12, :wis 14, :props {:condition-immunity {:charmed true, :frightened true}, :language {:understands-common-and-the-languages-of-its-creator-but-cant-speak- true}}, :traits [{:description "If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb. ", :name "Resonant Connection"} {:description "While in dim light or darkness, the bander-hobb can take the Hide action as a bonus action. ", :name "Shadow Stealth"} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target. ", :name "Tongue", :type :action} {:description "The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to O hit points in this way stops taking the necrotic damage and becomes stable. The banderhobb can have only one creature swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time {no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature. ", :name "Swallow", :type :action} {:description "The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack. ", :name "Shadow Step", :type :action}]}, :war-priest {:key :war-priest, :int 11, :speed "30 ft. ", :name "War Priest", :alignment "any alignment", :cha 13, :hit-points {:die 8, :die-count 18, :modifier 36}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:intimidation 5, :religion 4}, :str 16, :saving-throws {:con 6, :wis 7}, :challenge 9, :con 14, :dex 10, :wis 17, :props {:language {:any-two-languages true}}, :traits [{:description "The priest is a 9th-level spellcaster. Its spellcast-ing ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: \nCantrips (at will): light, mending, sacred flame, spare the dying \n1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith \n2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon \n3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk \n4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin \n5th level (1 slot): flame strike, mass cure wounds, hold monster ", :name "Spellcasting"} {:description "The priest makes two melee attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. ", :name "Maul", :type :action} {:description "The priest grants a + 10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.", :name "Reaction: Guided Strike (Recharges after a Short or Long Rest)"}]}, :kobold-inventor {:key :kobold-inventor, :int 8, :speed "30 ft. ", :name "Kobold Inventor", :alignment "lawful evil", :cha 8, :hit-points {:die 6, :die-count 3, :modifier 3}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 12, :str 7, :challenge 0.25, :con 12, :dex 15, :wis 7, :languages "common, draconic", :props {:language {:common true, :draconic true}}, :traits [{:description "The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Dagger", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. ", :name "Sling", :type :action} {:description "The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day: ", :name "Weapon Invention", :type :action} {:description "The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage. ", :name "1. Acid", :type :action} {:description "The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. ", :name "2. Alchemist's Fire", :type :action} {:description "The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses. ", :name "3. Basket of Centipedes", :type :action} {:description "The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master's Guide). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target. ", :name "4. Green Slime Pot", :type :action} {:description "The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square. ", :name "5. Rot Grub Pot", :type :action} {:description "The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. ", :name "6. Scorpion on a Stick", :type :action} {:description "The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest. ", :name "7. Skunk in a Cage", :type :action} {:description "The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.", :name "8. Wasp Nest in a Bag", :type :action}]}, :flind {:key :flind, :int 11, :speed "30 ft. ", :name "Flind", :alignment "chaotic evil", :cha 12, :hit-points {:die 8, :die-count 15, :modifier 60}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:intimidation 5, :perception 5}, :str 20, :saving-throws {:con 8, :wis 5}, :challenge 9, :con 19, :dex 10, :wis 13, :props {:language {:abyssal true, :gnoll true}}, :traits [{:description "If the flind isn't incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the fl ind. ", :name "Aura of Blood Thirst"} {:description "The flind makes three attacks: one with each of its different flail attacks or three with its longbow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the tar-get must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn. ", :name "Flail of Madness", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) psychic damage. ", :name "Flail of Pain", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn. ", :name "Flail of Paralysis", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 150/600., one target. Hit: 4 (1d8) piercing damage. ", :name "Longbow", :type :action}]}, :yeth-hound {:key :yeth-hound, :int 5, :speed "40 ft., fly 40 ft. (hover) ", :name "Yeth Hound", :alignment "neutral evil", :cha 7, :hit-points {:die 10, :die-count 6, :modifier 18}, :type :fey, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 14, :str 18, :challenge 4, :con 16, :dex 17, :wis 12, :props {:condition-immunity {:charmed true, :frightened true}, :damage-immunity {:bludgeoning true, :piercing true, :slashing true}, :language {:understands-common-elvish-and-sylvan-but-cant-speak- true}}, :traits [{:description "The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. ", :name "Keen Hearing and Smell"} {:description "If the yeth hound starts its turn in sun-light, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action. ", :name "Sunlight Banishment"} {:description "While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other. ", :name "Telepathic Bond"} {:description "Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened. ", :name "Bite", :type :action} {:description "The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound's next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours. ", :name "Baleful Baying", :type :action}]}, :deep-scion {:key :deep-scion, :int 10, :speed "30 ft. (20 ft. and swim 40 ft. in hybrid form) ", :name "Deep Scion", :alignment "neutral evil", :cha 14, :hit-points {:die 8, :die-count 9, :modifier 27}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 11, :skills {:deception 6, :insight 3, :sleight-of-hand 3, :stealth 3}, :str 18, :saving-throws {:cha 4, :wis 3}, :challenge 3, :con 16, :dex 13, :wis 12, :props {:language {:aquan true, :common true, :thieves-cant true}}, :traits [{:description "The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies. ", :name "Shapechanger"} {:description "The deep scion can breathe air and water. ", :name "Amphibious (Hybrid Form Only)"} {:description "In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. ", :name "Battleaxe (Humanoid Form Only)", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach S ft., one creature. Hit: 6 (1d4 + 4) piercing damage. ", :name "Bite (Hybrid Form Only)", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ", :name "Claw (Hybrid Form Only)", :type :action} {:description "The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water. ", :name "Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest)", :type :action}]}, :archdruid {:key :archdruid, :int 12, :speed "30ft", :name "Archdruid", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 24, :modifier 24}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:medicine 9, :nature 5, :perception 9}, :str 10, :saving-throws {:int 5, :wis 9}, :challenge 12, :con 12, :dex 14, :wis 20, :props {:language {:druidic-plus-any-two-languages- true}}, :traits [{:description "The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared: \nCantrips (at will): druidcraft, mending, poison spray, produce flame \n1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals \n2nd level (3 slots): animal messenger, beast sense, hold person \n3rd level (3 slots): conjure animals, meld into stone, water breathing \n4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire \n5th level (3 slots): commune with nature, mass cure wounds, tree stride \n6th level (1 slot): heal, heroes' feast, sunbeam \n7th level (1 slot): fire storm \n8th level (1 slot): animal shapes \n9th level (1 slot): foresight ", :name "Spellcasting"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ", :name "Scimitar", :type :action} {:description "The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn. While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. ", :name "Change Shape (2/Day)", :type :action}]}, :warlock-of-the-fiend {:key :warlock-of-the-fiend, :int 12, :speed "30ft", :name "Warlock of the Fiend", :alignment "any alignment", :cha 18, :hit-points {:die 8, :die-count 12, :modifier 24}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 4, :deception 7, :perception 7, :religion 4}, :str 10, :saving-throws {:cha 7, :wis 4}, :challenge 7, :con 15, :dex 14, :wis 12, :props {:damage-resistance {:slashing true}, :language {:any-two-languages-usually-abyssal-or-infernal- true}}, :traits [{:description "The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: \nAt will: alter self, false life, levitate (self only), mage armor (self only), silent image \n1/day each: feeblemind,finger of death, plane shift ", :name "Innate Spellcasting"} {:description "The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): eldritch blast,fire bolt.friends, mage hand, mi-nor illusion, prestidigitation, shocking grasp \n1st-5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire ", :name "Spellcasting"} {:description "When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. ", :name "Dark One's Own Luck (Recharges after a Short or Long Rest)"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.", :name "Mace", :type :action}]}, :stegosaurus {:key :stegosaurus, :int 2, :speed "40 ft. ", :name "Stegosaurus", :alignment "unaligned", :cha 5, :hit-points {:die 12, :die-count 8, :modifier 24}, :type :beast, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 13, :str 20, :challenge 4, :con 17, :dex 9, :wis 11, :traits [{:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage.", :name "Tail", :type :action}]}, :neogi {:key :neogi, :int 13, :speed "30 ft., climb 30 ft. ", :name "Neogi", :alignment "lawful evil", :cha 15, :hit-points {:die 6, :die-count 6, :modifier 12}, :type :aberration, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:intimidation 4, :perception 3}, :str 6, :challenge 3, :con 14, :dex 16, :wis 12, :props {:language {:common true, :deep-speech true, :undercommon true}}, :traits [{:description "The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep. ", :name "Mental Fortitude"} {:description "The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "The neogi makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. ", :name "Claws", :type :action} {:description "The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. ", :name "Enslave (Recharges after a Short or Long Rest)", :type :action}]}, :xvart-warlock-of-raxivort {:key :xvart-warlock-of-raxivort, :int 8, :speed "30 ft.", :name "Xvart Warlock of Raxivort", :alignment "chaotic evil", :cha 12, :hit-points {:die 6, :die-count 5, :modifier 5}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:stealth 3}, :str 8, :challenge 1, :con 12, :dex 14, :wis 11, :props {:language {:abyssal true}}, :traits [{:description "The xvart's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: \nAt will: detect magic, mage armor (self only) ", :name "Innate Spellcasting"} {:description "The xvart is a 3rd-level spellcaster. Its spellcast-ing ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation \n1st-2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray ", :name "Spellcasting"} {:description "The xvart can take the Disengage action as a bonus action on each of its turns. ", :name "Low Cunning"} {:description "When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points. ", :name "Raxivort's Blessing"} {:description "The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.", :name "Raxivort's Tongue"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ", :name "Scimitar", :type :action}]}, :catoblepas {:key :catoblepas, :int 3, :speed "30 ft. ", :name "Catoblepas", :alignment "unaligned", :cha 8, :hit-points {:die 10, :die-count 8, :modifier 40}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 14, :str 19, :challenge 5, :con 21, :dex 12, :wis 14, :traits [{:description "The catoblepas has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour. ", :name "Stench"} {:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn. ", :name "Tail", :type :action} {:description "The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to O hit points by this ray. ", :name "Death Ray (Recharge 5-6)", :type :action}]}, :deep-rothe {:key :deep-rothe, :int 2, :speed "30 ft. ", :name "Deep Rothe", :alignment "unaligned", :cha 4, :hit-points {:die 8, :die-count 2, :modifier 4}, :type :beast, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 18, :challenge 0.25, :con 14, :dex 10, :wis 10, :traits [{:description "The deep rothe's spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components. ", :name "Innate Spellcasting"} {:description "If the deep rothe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. ", :name "Charge"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Gore", :type :action}]}, :kobold-scale-sorcerer {:key :kobold-scale-sorcerer, :int 10, :speed "30 ft.", :name "Kobold Scale Sorcerer", :alignment "lawful evil", :cha 14, :hit-points {:die 6, :die-count 5, :modifier 10}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:arcana 2, :medicine 1}, :str 7, :challenge 1, :con 14, :dex 15, :wis 9, :props {:language {:common true, :draconic true}}, :traits [{:description "The kobold is a 3rd-level spellcaster. Its spellcast-ing ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: \nCantrips (at will): fire bolt, mage hand, mending, poison spray \n1st level (4 slots): charm person, chromatic orb, expeditious retreat \n2nd level (2 slots): scorching ray ", :name "Spellcasting"} {:description "The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits: \nHeightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. \nSubtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components. ", :name "Sorcery Points"} {:description "The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", :name "Sunlight Sensitivity"} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", :name "Dagger", :type :action}]}, :slithering-tracker {:key :slithering-tracker, :int 10, :speed "30 ft., climb 30 ft., swim 30 ft. ", :name "Slithering Tracker", :alignment "chaotic evil", :cha 11, :hit-points {:die 8, :die-count 5, :modifier 10}, :type :ooze, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:stealth 8}, :str 16, :challenge 3, :con 15, :dex 19, :wis 14, :props {:condition-immunity {:blinded true, :deafened true, :grappled true, :paralyzed true, :petrified true, :prone true, :restrained true, :unconscious true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :damage-vulnerability {:cold true, :fire true}, :language {:understands-languages-it-knew-in-its-previous-form-but-cant-speak- true}}, :traits [{:description "In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised. ", :name "Ambusher"} {:description "While grappling a creature, the slithering tracker takes only half the damage dealt to it, and the creature it is grappling takes the other half. ", :name "Damage Transfer"} {:description "While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check. ", :name "False Appearance"} {:description "The slithering tracker has advantage on Wisdom checks to track prey. ", :name "Keen Tracker"} {:description "The slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing. ", :name "Liquid Form"} {:description "The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action. ", :name "Watery Stealth"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. ", :name "Slam", :type :action} {:description "One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time. ", :name "Life Leech", :type :action}]}, :ki-rin {:legendary-actions {:description "The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ki-rin regains spent legendary actions at the start of its turn."}, :key :ki-rin, :int 19, :speed "60 ft., fly 120 ft. (hover) ", :name "Ki-rin", :alignment "lawful good", :cha 20, :hit-points {:die 12, :die-count 16, :modifier 48}, :type :celestial, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 20, :skills {:insight 9, :perception 9, :religion 8}, :str 21, :challenge 12, :con 16, :dex 16, :wis 20, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:all true, :telepathy-120ft- true}}, :traits [{:description "The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components: \nAt will: gaseous form, major image (6th-level version), wind walk \n1/day: create food and water ", :name "Innate Spellcasting"} {:description "If the ki-rin fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The ki-rin has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The ki-rin's weapon attacks are magical. ", :name "Magic Weapons"} {:description "The ki-rin is a 18th-level spellcaster. Its spell-casting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared: \nCantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy \n1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary \n2nd level (3 slots): calm emotions, lesser restoration, silence \n3rd level (3 slots): dispel magic, remove curse, sending \n4th level (3 slots): banishment, freedom of movement, guardian of faith \n5th level (3 slots): greater restoration, mass cure wounds, scrying \n6th level (1 slot): heroes'feast, true seeing \n7th level (1 slot): etherealness, plane shift \n8th level (1 slot): control weather \n9th level (1 slot): true resurrection ", :name "Spellcasting"} {:description "The ki-rin makes three attacks: two with its hooves and one with its horn.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. ", :name "Hoof", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. ", :name "Horn", :type :action} {:description "The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check. ", :name "Detect", :type :legendary-action} {:description "The ki-rin makes a hoof attack or casts sacred flame. ", :name "Smite", :type :legendary-action} {:description "The ki-rin moves up to its half speed without provoking opportunity attacks. ", :name "Move", :type :legendary-action}]}, :aurochs {:key :aurochs, :int 2, :speed "50 ft. ", :name "Aurochs", :alignment "unaligned", :cha 5, :hit-points {:die 10, :die-count 4, :modifier 16}, :type :beast, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 11, :str 20, :challenge 2, :con 19, :dex 10, :wis 12, :traits [{:description "If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ", :name "Charge"} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. ", :name "Gore", :type :action}]}, :gnoll-flesh-gnawer {:key :gnoll-flesh-gnawer, :int 8, :speed "30 ft. ", :name "Gnoll Flesh Gnawer", :alignment "chaotic evil", :cha 8, :hit-points {:die 8, :die-count 4, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :str 12, :saving-throws {:dex 4}, :challenge 1, :con 12, :dex 14, :wis 10, :props {:language {:gnoll true}}, :traits [{:description "When the gnoll reduces a creature to O hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.", :name "Rampage"} {:description "The gnoll makes three attacks: one with its bite and two with its shortsword. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ", :name "Shortsword", :type :action} {:description "Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn't provoke opportunity attacks. ", :name "Sudden Rush", :type :action}]}, :boggle {:key :boggle, :int 6, :speed "30 ft., climb 30 ft. ", :name "Boggle", :alignment "chaotic neutral", :cha 7, :hit-points {:die 6, :die-count 4, :modifier 4}, :type :fey, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 3, :sleight-of-hand 6, :stealth 6}, :str 8, :challenge 0.125, :con 13, :dex 18, :wis 12, :props {:damage-resistance {:fire true}, :language {:sylvan true}}, :traits [{:description "The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action. Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples. Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Boggle Oil"} {:description "As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as \"30 feet straight up\"}. While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn. ", :name "Dimensional Rift"} {:description "The boggle has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Uncanny Smell"} {:description "Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target. Hit: 2 (1d6 -1) bludgeoning damage. ", :name "Pummel", :type :action} {:description "The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is l inch deep and covers the ground in the boggle's space. The puddle is difficult terrain for all creatures except boggles and lasts for l hour. If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check. ", :name "Oil Puddle", :type :action}]}, :necromancer {:key :necromancer, :int 17, :speed "30 ft. ", :name "Necromancer", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 7, :history 7}, :str 9, :saving-throws {:int 7, :wis 5}, :challenge 9, :con 12, :dex 14, :wis 12, :props {:damage-resistance {:necrotic true}, :language {:any-four-languages- true}}, :traits [{:description "The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared: \nCantrips (at will): chill touch, dancing lights, mage hand, mending \n1st level (4 slots): false life,* mage armor, ray of sickness* \n2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web \n3rd level (3 slots): animate dead,* bestow curse,* vampiric touch* \n4th level (3 slots): blight,* dimension door, stoneskin \n5th level (2 slots): Bigby's hand, cloudkill \n6th level (1 slot): circle of death* \n*Necromancy spell of 1st level or higher ", :name "Spellcasting"} {:description "When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell. ", :name "Grim Harvest (1/Turn)"} {:description "Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage. ", :name "Withering Touch", :type :action}]}, :stone-giant-dreamwalker {:key :stone-giant-dreamwalker, :int 10, :speed "40 ft. ", :name "Stone Giant Dreamwalker", :alignment "chaotic neutral", :cha 12, :hit-points {:die 12, :die-count 14, :modifier 70}, :type :giant, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:athletics 14, :perception 3}, :str 23, :saving-throws {:con 9, :dex 6, :wis 3}, :challenge 10, :con 21, :dex 14, :wis 8, :props {:condition-immunity {:charmed true, :frightened true}, :language {:common true, :giant true}}, :traits [{:description "An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn't incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant's Dreamwalker's Charm for 24 hours. ", :name "Dreamwalker's Charm"} {:description "The giant makes two attacks with its greatclub.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. ", :name "Greatclub", :type :action} {:description "The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petriiied, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it. ", :name "Petrifying Touch", :type :action} {:description "Ranged Weapon Attack:+ 10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. ", :name "Rock", :type :action}]}, :transmuter {:key :transmuter, :int 17, :speed "30 ft. ", :name "Transmuter", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 9}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 6, :history 6}, :str 9, :saving-throws {:int 6, :wis 4}, :challenge 5, :con 11, :dex 12, :wis 12, :props {:language {:any-four-languages- true}}, :traits [{:description "The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared: \nCantrips (at will): light, mending, prestidigitation, ray of frost \n1st level (4 slots): chromatic orb, expeditious retreat,* mage armor \n2nd level (3 slots): alter self,* hold person, knock* \n3rd level (3 slots): blink,* fireball, slow* \n4th level (3 slots): polymorph,* stoneskin \n5th level (1 slot): telekinesis* \n*Transmutation spell of 1st level or higher ", :name "Spellcasting"} {:description "The transmuter carries a magic stone it crafted that grants its bearer one of the following effects: \n• Darkvision out to a range of 60 feet \n• An extra 10 feet of speed while the bearer is unencumbered \n• Proficiency with Constitution saving throws \n• Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit) \nIf the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone. ", :name "Transmuter's Stone"} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8 -1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action}]}, :quickling {:key :quickling, :int 10, :speed "120 ft. ", :name "Quickling", :alignment "chaotic evil", :cha 7, :hit-points {:die 4, :die-count 3, :modifier 3}, :type :fey, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:acrobatics 8, :perception 5, :sleight-of-hand 8, :stealth 8}, :str 4, :challenge 1, :con 13, :dex 23, :wis 12, :props {:language {:common true, :sylvan true}}, :traits [{:description "Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained. ", :name "Blurred Movement"} {:description "If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ", :name "Evasion"} {:description "The quickling makes three dagger attacks. ", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage. ", :name "Dagger", :type :action}]}, :tlincalli {:key :tlincalli, :int 8, :speed "40 ft. ", :name "Tlincalli", :alignment "neutral evil", :cha 8, :hit-points {:die 10, :die-count 10, :modifier 30}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 4, :stealth 4, :survival 4}, :str 16, :challenge 5, :con 16, :dex 13, :wis 12, :props {:language {:tlincalli- true}}, :traits [{:description "The tlincalli makes two attacks: one with its long-sword or spiked chain, and one with its sting. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. ", :name "Longsword", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can't use the spiked chain against another target. ", :name "Spiked Chain", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Sting", :type :action}]}, :black-guard-drake {:key :black-guard-drake, :int 4, :speed "30 ft., swim 30 ft.", :name "Black Guard Drake", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :dragon, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 16, :challenge 2, :con 16, :dex 11, :wis 10, :props {:damage-resistance {:acid true}, :language {:understands-draconic-but-cant-speak true}}, :traits [{:description "The black guard drake can breathe air and water. ", :name "Amphibious"} {:description "The guard drake makes two attacks: one with its bite and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ", :name "Tail", :type :action}]}, :xvart {:key :xvart, :int 8, :speed "30 ft.", :name "Xvart", :alignment "chaotic evil", :cha 7, :hit-points {:die 6, :die-count 2}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:stealth 4}, :str 8, :challenge 0.125, :con 10, :dex 14, :wis 7, :props {:language {:abyssal true}}, :traits [{:description "The xvart can take the Disengage action as a bonus action on each of its turns. ", :name "Low Cunning"} {:description "The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated.", :name "Overbearing Pack"} {:description "The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. ", :name "Raxivort's Tongue"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ", :name "Shortsword", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. ", :name "Sling", :type :action}]}, :bodak {:key :bodak, :int 7, :speed "30ft", :name "Bodak", :alignment "chaotic evil", :cha 12, :hit-points {:die 8, :die-count 9, :modifier 18}, :type :undead, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 4, :stealth 6}, :str 15, :challenge 6, :con 15, :dex 16, :wis 12, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:lightning true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :necrotic true, :piercing true, :slashing true}, :language {:abyssal true, :the-languages-it-knew-in-life true}}, :traits [{:description "The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect. ", :name "Aura of Annihilation"} {:description "When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw. ", :name "Death Gaze"} {:description "The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ", :name "Sunlight Hypersensitivity"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.", :name "Fist", :type :action} {:description "One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. ", :name "Withering Gaze", :type :action}]}, :gnoll-hunter {:key :gnoll-hunter, :int 8, :speed "30 ft. ", :name "Gnoll Hunter", :alignment "chaotic evil", :cha 8, :hit-points {:die 8, :die-count 4, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 3, :stealth 4}, :str 14, :challenge 0.5, :con 12, :dex 14, :wis 12, :props {:language {:gnoll true}}, :traits [{:description "When the gnoll reduces a creature to O hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. ", :name "Rampage"} {:description "The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", :name "Bite", :type :action} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage when used with two hands to make a melee attack. ", :name "Spear", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn. ", :name "Longbow", :type :action}]}, :leucrotta {:key :leucrotta, :int 9, :speed "50 ft. ", :name "Leucrotta", :alignment "chaotic evil", :cha 6, :hit-points {:die 10, :die-count 9, :modifier 18}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:deception 2, :perception 3}, :str 18, :challenge 3, :con 15, :dex 14, :wis 12, :props {:language {:abyssal true, :gnoll true}}, :traits [{:description "The leucrotta has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action. ", :name "Kicking Retreat"} {:description "The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. ", :name "Mimicry"} {:description "When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves. ", :name "Rampage"} {:description "The leucrotta makes two attacks: one with its bite and one with its hooves. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. ", :name "Hooves", :type :action}]}, :velociraptor {:key :velociraptor, :int 4, :speed "30 ft. ", :name "Velociraptor", :alignment "unaligned", :cha 6, :hit-points {:die 4, :die-count 3, :modifier 3}, :type :beast, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 3}, :str 6, :challenge 0.25, :con 13, :dex 14, :wis 12, :traits [{:description "The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't incapacitated.", :name "Pack Tactics"} {:description "The velociraptor makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach S ft., one creature. Hit: 5 (1d6 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.", :name "Claws", :type :action}]}, :orc-claw-of-luthic {:key :orc-claw-of-luthic, :int 10, :speed "30ft", :name "Orc Claw of Luthic", :alignment "chaotic evil", :cha 11, :hit-points {:die 8, :die-count 6, :modifier 18}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:intimidation 2, :medicine 4, :survival 4}, :str 14, :challenge 2, :con 16, :dex 15, :wis 15, :props {:language {:common true, :orc true}}, :traits [{:description "As a bonus action, the ore can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The ore is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The ore has the following cleric spells prepared: \nCantrips (at will): guidance, mending, resistance, thaumaturgy \n1st level (4 slots): bane, cure wounds, guiding bolt \n2nd level (3 slots): augury, warding bond \n3rd level (2 slots): bestow curse, create food and water ", :name "Spellcasting"} {:description "The ore makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. ", :name "Claw", :type :action}]}, :flail-snail {:key :flail-snail, :int 3, :speed "10 ft. ", :name "Flail Snail", :alignment "unaligned", :cha 5, :hit-points {:die 10, :die-count 5, :modifier 25}, :type :elemental, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 16, :str 17, :challenge 3, :con 20, :dex 5, :wis 10, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire true, :poison true}}, :traits [{:description "The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6: \n1-2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. \n3-4. No additional effect. \n5-6. The snail's shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one. ", :name "Antimagic Shell"} {:description "The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process. ", :name "Flail Tentacles"} {:description "The flail snail makes as many Flail Tentacle attacks as it has flail tentacles, all against the same target. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", :name "Flail Tentacle", :type :action} {:description "The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends. ", :name "Scintillating Shell (Recharges after a Short or Long Rest)", :type :action} {:description "The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn. ", :name "Shell Defense", :type :action}]}, :gnoll-witherling {:key :gnoll-witherling, :int 5, :speed "30 ft. ", :name "Gnoll Witherling", :alignment "chaotic evil", :cha 5, :hit-points {:die 8, :die-count 2, :modifier 2}, :type :undead, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :str 14, :challenge 0.25, :con 12, :dex 8, :wis 5, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:understands-gnoll-but-cant-speak- true}}, :traits [{:description "When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack. ", :name "Rampage"} {:description "The witherling makes two attacks: one with its bite and one with its club, or two with its club. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. ", :name "Club", :type :action} {:description "In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack. ", :name "Reaction: Vengeful Strike"}]}, :dimetrodon {:key :dimetrodon, :int 2, :speed "30 ft., swim 20 ft. ", :name "Dimetrodon", :alignment "unaligned", :cha 5, :hit-points {:die 8, :die-count 3, :modifier 6}, :type :beast, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:perception 2}, :str 14, :challenge 0.25, :con 15, :dex 10, :wis 10, :traits [{:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. ", :name "Bite", :type :action}]}, :girallon {:key :girallon, :int 5, :speed "40 ft., climb 40 ft. ", :name "Girallon", :alignment "unaligned", :cha 7, :hit-points {:die 10, :die-count 7, :modifier 21}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 3, :stealth 5}, :str 18, :challenge 4, :con 16, :dex 16, :wis 12, :traits [{:description "As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The girallon has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The girallon makes five attacks: one with its bite and four with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. ", :name "Claw", :type :action}]}, :orc-blade-of-ilneval {:key :orc-blade-of-ilneval, :int 10, :speed "30 ft. ", :name "Orc Blade of Ilneval", :alignment "chaotic evil", :cha 14, :hit-points {:die 8, :die-count 8, :modifier 24}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:insight 3, :intimidation 4, :perception 3}, :str 17, :saving-throws {:wis 3}, :challenge 4, :con 17, :dex 11, :wis 12, :props {:language {:common true, :orc true}}, :traits [{:description "As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The orc deals an extra die of damage when it hits with a longsword attack (included in the attack). ", :name "Foe Smiter of Ilneval"} {:description "The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval's Command is available to use, the ore can use it after these attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-get. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage when used with two hands. ", :name "Longsword", :type :action} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ", :name "Javelin", :type :action} {:description "Up to three allied ores within 120 feet of this ore that can hear it can use their reactions to each make one weapon attack. ", :name "Ilneval's Command (Recharge 4-6)", :type :action}]}, :nilbog {:key :nilbog, :int 10, :speed "30 ft. ", :name "Nilbog", :alignment "chaotic evil", :cha 15, :hit-points {:die 6, :die-count 2}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:stealth 6}, :str 8, :challenge 1, :con 10, :dex 14, :wis 8, :props {:language {:common true, :goblin true}}, :traits [{:description "The nilbog's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requ1ring no material components: \nAt will: mage hand, Tasha's hideous laughter, vicious mockery \n1/day: confusion ", :name "Innate Spellcasting"} {:description "Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction. ", :name "Nilbogism"} {:description "The nilbog can take the Disengage or Hide action as a bonus action on each of its turns. ", :name "Nimble Escape"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. ", :name "Fool's Scepter", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ", :name "Shortbow", :type :action} {:description "In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points. ", :name "Reaction: Reversal of Fortune"}]}, :kraken-priest {:key :kraken-priest, :int 10, :speed "30 ft., swim 30 ft. ", :name "Kraken Priest", :alignment "any evil alignment", :cha 14, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 10, :skills {:perception 5}, :str 12, :challenge 5, :con 16, :dex 10, :wis 15, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:any-two-languages true}}, :traits [{:description "The priest can breathe air and water.", :name "Amphibious"} {:description "The priest's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \nAt will: command, create or destroy water \n3/day each: control water, darkness, water breathing, water walk \n1/day each: call lightning, Evard's black tentacles ", :name "Innate Spellcasting"} {:description "Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage. ", :name "Thunderous Touch", :type :action} {:description "A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Voice of the Kraken (Recharges after a Short or Long Rest)", :type :action}]}, :enchanter {:key :enchanter, :int 17, :speed "30 ft. ", :name "Enchanter", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 9}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 6, :history 6}, :str 9, :saving-throws {:int 6, :wis 4}, :challenge 5, :con 11, :dex 14, :wis 12, :props {:language {:any-four-languages- true}}, :traits [{:description "The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared: \nCantrips (at will): friends, mage hand, mending, message \n1st level (4 slots): charm person,* mage armor, magic missile \n2nd level (3 slots): hold person,* invisibility, suggestion* \n3rd level (3 slots):fireball, haste, tongues \n4th level (3 slots): dominate beast,* stoneskin \n5th level (2 slots): hold monster* \n*Enchantment spell of 1st level or higher ", :name "Spellcasting"} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 -1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action} {:description "The enchanter tries to magically divert an attack made against it, provided that the attacker is with in 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses. The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target. ", :name "Reaction: lnstinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher)"}]}, :cave-fisher {:key :cave-fisher, :int 3, :speed "20 ft., climb 20 ft. ", :name "Cave Fisher", :alignment "unaligned", :cha 3, :hit-points {:die 8, :die-count 9, :modifier 18}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:perception 2, :stealth 5}, :str 16, :challenge 3, :con 14, :dex 13, :wis 10, :traits [{:description "The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher, which can extrude a replacement filament on its next turn. ", :name "Adhesive Filament"} {:description "If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage. ", :name "Flammable Blood"} {:description "The cave fisher can climb difficult surfaces including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "The cave fisher makes two attacks with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach S ft., one target. Hit: 10 (2d6 + 3) slashing damage. ", :name "Claw", :type :action} {:description "One creature grappled by the cave fisher's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within S feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament. ", :name "Filament", :type :action}]}, :vargouille {:key :vargouille, :int 4, :speed "5 ft., fly 40 ft. ", :name "Vargouille", :alignment "chaotic evil", :cha 2, :hit-points {:die 4, :die-count 3, :modifier 6}, :type :fiend, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 12, :str 6, :challenge 1, :con 14, :dex 14, :wis 7, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:understands-abyssal-infernal-and-any-languages-it-knew-before-becoming-a-vargouille-but-cant-speak- true}}, :traits [{:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.", :name "Bite", :type :action} {:description "The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a daylight spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. ", :name "Kiss", :type :action} {:description "The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille's next turn. While frightened in this way, a target is stunned. If a target's saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour. ", :name "Stunning Shriek", :type :action}]}, :firenewt-warlock-of-imix {:key :firenewt-warlock-of-imix, :int 9, :speed "30 ft.", :name "Firenewt Warlock of Imix", :alignment "neutral evil", :cha 14, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 13, :challenge 1, :con 12, :dex 11, :wis 11, :props {:damage-immunity {:fire true}, :language {:draconic true, :ignan true}}, :traits [{:description "The firenewt can breathe air and water. ", :name "Amphibious"} {:description "The firenewt's innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components. ", :name "Innate Spellcasting"} {:description "The firenewt is a 3rd-level spellcaster. Its spell-casting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation \n1st-2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray ", :name "Spellcasting"} {:description "When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.", :name "lmix's Blessing"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. ", :name "Morningstar", :type :action}]}, :abjurer {:key :abjurer, :int 18, :speed "30 ft. ", :name "Abjurer", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 13, :modifier 26}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 8, :history 8}, :str 9, :saving-throws {:int 8, :wis 5}, :challenge 9, :con 14, :dex 14, :wis 12, :props {:language {:any-four-languages- true}}, :traits [{:description "The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared: \nCantrips (at will): blade ward, dancing lights, mending, message, ray of frost \n1st level (4 slots): alarm,* mage armor,* magic missile, shield* \n2nd level (3 slots): arcane lock,* invisibility \n3rd level (3 slots): counterspell,* dispel magic,* fireball \n4th level (3 slots): banishment,* stoneskin* \n5th level (2 slots): cone of cold, wall of force \n6th level (1 slot): flesh to stone, globe of invulnerability* \n7th level (1 slot): symbol,* teleport \n*Abjuration spell of 1st level or higher ", :name "Spellcasting"} {:description "The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. ", :name "Arcane Ward"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 -1) bludgeoning damage, or 3 (1d8 -1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action}]}, :gazer {:key :gazer, :int 3, :speed "0ft , fly 30 ft. (hover)", :name "Gazer", :alignment "neutral evil", :cha 7, :hit-points {:die 4, :die-count 3, :modifier 6}, :type :aberration, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 4, :stealth 5}, :str 3, :saving-throws {:wis 2}, :challenge 0.5, :con 14, :dex 17, :wis 10, :props {:condition-immunity {:prone true}}, :traits [{:description "As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ", :name "Mimicry"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. ", :name "Bite", :type :action} {:description "The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: \n1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. \n2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. \n3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. \n4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container. ", :name "Eye Rays", :type :action}]}, :fire-giant-dreadnought {:key :fire-giant-dreadnought, :int 8, :speed "30 ft. ", :name "Fire Giant Dreadnought", :alignment "lawful evil", :cha 11, :hit-points {:die 12, :die-count 15, :modifier 90}, :type :giant, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 21, :skills {:athletics 13, :perception 5}, :str 27, :saving-throws {:cha 5, :con 11, :dex 4}, :challenge 14, :con 23, :dex 9, :wis 10, :props {:damage-immunity {:fire true}, :language {:giant true}}, :traits [{:description "The giant carries two shields, each of which is accounted for in the giant's AC. The giant must stow or drop one of its shields to hurl rocks. ", :name "Dual Shields"} {:description "The giant makes two fireshield attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack:+ 13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage. ", :name "Fireshield", :type :action} {:description "Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.", :name "Rock", :type :action} {:description "The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone. ", :name "Shield Charge"}]}, :hadrosaurus {:key :hadrosaurus, :int 2, :speed "40 ft. ", :name "Hadrosaurus", :alignment "unaligned", :cha 5, :hit-points {:die 10, :die-count 3, :modifier 3}, :type :beast, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 11, :skills {:perception 2}, :str 15, :challenge 0.25, :con 13, :dex 10, :wis 10, :traits [{:description "Melee Weapon Attack: +4 to hit, reach S ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.", :name "Tail", :type :action}]}, :ox {:key :ox, :int 2, :speed "30 ft. ", :name "Ox", :alignment "unaligned", :cha 4, :hit-points {:die 10, :die-count 2, :modifier 4}, :type :beast, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 18, :challenge 0.25, :con 14, :dex 10, :wis 10, :traits [{:description "The oxen is considered to be a Huge animal for the purpose of determining its carrying capacity. ", :name "Beast of Burden"} {:description "If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. ", :name "Charge"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Gore", :type :action}]}, :trapper {:key :trapper, :int 2, :speed "10 ft., climb 10 ft. ", :name "Trapper", :alignment "unaligned", :cha 4, :hit-points {:die 10, :die-count 10, :modifier 30}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:stealth 2}, :str 17, :challenge 3, :con 17, :dex 10, :wis 13, :traits [{:description "While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor. or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence. ", :name "False Appearance"} {:description "The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way. the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time. ", :name "Smother", :type :action}]}, :shoosuva {:key :shoosuva, :int 7, :speed "40 ft. ", :name "Shoosuva", :alignment "chaotic evil", :cha 9, :hit-points {:die 10, :die-count 13, :modifier 39}, :type :fiend, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 14, :str 18, :saving-throws {:con 6, :dex 4, :wis 5}, :challenge 8, :con 17, :dex 13, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :gnoll true, :telepathy-120ft- true}}, :traits [{:description "When it reduces a creature to O hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack. ", :name "Rampage"} {:description "The shoosuva makes two attacks: one with its bite and one with its tail stinger. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Tail Stinger", :type :action}]}, :stench-kow {:key :stench-kow, :int 2, :speed "30 ft. ", :name "Stench Kow", :alignment "unaligned", :cha 4, :hit-points {:die 10, :die-count 2, :modifier 4}, :type :beast, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 18, :challenge 0.25, :con 14, :dex 10, :wis 10, :traits [{:description "Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour. ", :name "Stench"} {:description "If the stench kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. ", :name "Charge"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Gore", :type :action}]}, :mind-flayer-lich-illithilich- {:legendary-actions {:description "The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn."}, :key :mind-flayer-lich-illithilich-, :int 20, :speed "30 ft.", :name "Mind Flayer Lich (Illithilich)", :alignment "any evil alignment", :cha 16, :hit-points {:die 8, :die-count 18, :modifier 54}, :type :undead, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:arcana 18, :history 12, :insight 9, :perception 9}, :str 11, :saving-throws {:con 10, :int 12, :wis 9}, :challenge 22, :con 16, :dex 16, :wis 14, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :lightning true, :necrotic true}, :language {:deep-speech true, :telepathy-120ft- true, :undercommon true}}, :traits [{:description "If the lich fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. ", :name "Rejuvenation"} {:description "The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: \nCantrips (at will): mage hand, prestidigitation, ray of frost \n1st level (4 slots): detect magic, magic missile, shield, thunderwave \n2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image \n3rd level (3 slots): animate dead, counterspell, dispel magic, fireball \n4th level (3 slots): blight, dimension door \n5th level (3 slots): cloudkill, scrying \n6th level (1 slot): disintegrate, globe of invulnerability \n7th level (1 slot): finger of death, plane shift \n8th level (1 slot): dominate monster, power word stun \n9th level (1 slot): power word kill ", :name "Spellcasting"} {:description "The lich has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "The lich has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The lich's innate spellcasting ability is Intelligence (spell save DC 20). It can innateJy cast the following spells, requiring no components.\n At will: detect thoughts, levitate \n1/day each; dominate monster, plane shift (self only) ", :name "Innate Spellcasting (Psionics)"} {:description "Melee Spell Attack:+ 12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Paralyzing Touch", :type :action} {:description "Melee Weapon Attack: + 12 to hit; reach 5 ft., one creature. Hit: 21 (3d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends. ", :name "Tentacles", :type :action} {:description "Melee Weapon Attack: + 12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain. ", :name "Extract Brain", :type :action} {:description "The lich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Mind Blast (Recharge 5-6)", :type :action} {:description "The lich makes one attack with its tentades.", :name "Tentacles", :type :legendary-action} {:description "The lich uses Extract Brain. ", :name "Extract Brain (Costs 2 Actions)", :type :legendary-action} {:description "The lich recharges its Mind Blast and uses it. ", :name "Mind Blast (Costs 3 Actions)", :type :legendary-action} {:description "The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs l legendary action per level of the spell. ", :name "Cast Spell (Costs 1-3 Actions)", :type :legendary-action}]}, :froghemoth {:key :froghemoth, :int 2, :speed "30 ft., swim 30 ft. ", :name "Froghemoth", :alignment "unaligned", :cha 5, :hit-points {:die 12, :die-count 16, :modifier 80}, :type :monstrosity, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 9, :stealth 5}, :str 23, :saving-throws {:con 9, :wis 5}, :challenge 10, :con 20, :dex 13, :wis 12, :props {:damage-resistance {:fire true, :lightning true}}, :traits [{:description "The froghemoth can breathe air and water.", :name "Amphibious"} {:description "If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both. ", :name "Shock Susceptibility"} {:description "The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles.", :name "Tentacle", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth's turns. The froghemoth's gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can es-cape from the corpse using 10 feet of movement, exiting prone.", :name "Bite", :type :action} {:description "The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action. ", :name "Tongue", :type :action}]}, :mindwitness {:key :mindwitness, :int 15, :speed "0 ft., fly 20 ft. (hover} ", :name "Mindwitness", :alignment "lawful evil", :cha 10, :hit-points {:die 10, :die-count 10, :modifier 20}, :type :aberration, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 8}, :str 10, :saving-throws {:int 5, :wis 5}, :challenge 5, :con 14, :dex 14, :condition-immunities "prone", :wis 15, :languages "deep speech, undercommon, telepathy 600 ft", :props {:condition-immunity {:prone true}, :language {:deep-speech true, :telepathy-600-ft- true, :undercommon true}}, :traits [{:description "When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see. ", :name "Telepathic Hub"} {:description "The mindwitness makes two attacks: one with its tentacles and one with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 20 (4d8 + 2) psychic damage. If the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends. ", :name "Tentacles", :type :action} {:description "The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: ", :name "Eye Rays", :type :action} {:description "The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "1. Aversion Ray", :type :action} {:description "The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "2. Fear Ray", :type :action} {:description "The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage. ", :name "3. Psychic Ray", :type :action} {:description "The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "4. Slowing Ray", :type :action} {:description "The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. ", :name "5. Stunning Ray", :type :action} {:description "If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. ", :name "6. Telekinetic Ray", :type :action}]}, :apprentice-wizard {:key :apprentice-wizard, :int 14, :speed "30 ft. ", :name "Apprentice Wizard", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 2}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 10, :skills {:arcana 4, :history 4}, :str 10, :challenge 0.25, :con 10, :dex 10, :wis 10, :props {:language {:any-one-language-usually-common- true}}, :traits [{:description "The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): fire bolt, mending, prestidigitation \n1st level (2 slots): burning hands, disguise self, shield ", :name "Spellcasting"} {:description "Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. ", :name "Dagger", :type :action}]}, :kobold-dragonshield {:key :kobold-dragonshield, :int 8, :speed "20 ft. ", :name "Kobold Dragonshield", :alignment "lawful evil", :cha 10, :hit-points {:die 6, :die-count 8, :modifier 16}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 1}, :str 12, :challenge 1, :con 14, :dex 15, :wis 9, :props {:language {:common true, :draconic true}}, :traits [{:description "The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): \n1-2, acid (black); \n3-4, cold (white); \n5-6, fire (red); \n7-8, lightning (blue); \n9-10, poison (green). ", :name "Dragon's Resistance"} {:description "If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll. ", :name "Heart of the Dragon"} {:description "The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. ", :name "Pack Tactics"} {:description "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitiity"} {:description "The kobold makes two melee attacks. ", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. ", :name "Spear", :type :action}]}, :deinonychus {:key :deinonychus, :int 4, :speed "40ft. ", :name "Deinonychus", :alignment "unaligned", :cha 6, :hit-points {:die 8, :die-count 4, :modifier 8}, :type :beast, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 3}, :str 15, :challenge 1, :con 14, :dex 15, :wis 12, :traits [{:description "If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action. ", :name "Pounce"} {:description "The deinonychus makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft.1 one target. Hit: 6 (1d8 + 2) slashing damage. ", :name "Claw", :type :action}]}, :bheur-hag-coven-variant- {:key :bheur-hag-coven-variant-, :int 12, :speed "30ft. ", :name "Bheur Hag (Coven Variant)", :alignment "chaotic evil", :cha 16, :hit-points {:die 8, :die-count 14, :modifier 28}, :type :fey, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:nature 4, :perception 4, :stealth 6, :survival 4}, :str 13, :saving-throws {:wis 4}, :challenge 9, :con 14, :dex 16, :wis 13, :props {:damage-immunity {:cold true, :force false}, :language {:auran true, :common true, :giant true}}, :traits [{:description "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: \n1st level (4 slots): identify, ray of sickness \n2nd level (3 slots): hold person, locate object \n3rd level (3 slots): bestow curse, counterspell, lightning bolt \n4th level (3 slots): phantasmal killer, polymorph \n5th level (2 slots): contact other plane, scrying \n6th level (1 slot): eye bite \nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 +the hag's Intelligence modifier, and the spell attack bonus is 4 +the hag's Intelligence modifier. ", :name "Shared Spellcasting"} {:description "The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff. ", :name "Graystaff Magic"} {:description "The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment. ", :name "Ice Walk"} {:description "The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: \nAt will: hold person,* ray of frost \n3/day each: cone of cold,* ice storm,* wall of ice* 1/day each: control weather ", :name "Innate Spellcasting"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-get. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage. ", :name "Slam", :type :action} {:description "The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the OM controls the creature's movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Maddening Feast for the next 24 hours. ", :name "Maddening Feast", :type :action}]}, :draegloth {:key :draegloth, :int 13, :speed "30 ft. ", :name "Draegloth", :alignment "chaotic evil", :cha 11, :hit-points {:die 10, :die-count 13, :modifier 52}, :type :fiend, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 3, :stealth 5}, :str 20, :challenge 7, :con 18, :dex 15, :wis 11, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:abyssal true, :elvish true, :undercommon true}}, :traits [{:description "The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep. ", :name "Fey Ancestry"} {:description "The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components: \nAt will: darkness \n1/day each: confusion, dancing lights, faerie fire ", :name "Innate Spellcasting"} {:description "The draegloth makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach S ft., one creature. Hit: 16 (2d10 + 5) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. ", :name "Claws", :type :action}]}, :grung {:key :grung, :int 10, :speed "25 ft., climb 25 ft. ", :name "Grung", :alignment "lawful evil", :cha 10, :hit-points {:die 6, :die-count 2, :modifier 4}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:athletics 2, :perception 2, :stealth 4, :survival 2}, :str 7, :saving-throws {:dex 4}, :challenge 0.25, :con 15, :dex 14, :wis 11, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:grung true}}, :traits [{:description "The grung can breathe air and water. ", :name "Amphibious"} {:description "Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for l minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Poisonous Skin"} {:description "The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. ", :name "Standing Leap"} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. ", :name "Dagger", :type :action}]}, :firenewt-warrior {:key :firenewt-warrior, :int 7, :speed "30 ft. ", :name "Firenewt Warrior", :alignment "neutral evil", :cha 8, :hit-points {:die 8, :die-count 4, :modifier 4}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :str 10, :challenge 0.5, :con 12, :dex 13, :wis 11, :props {:damage-immunity {:fire true}, :language {:draconic true, :ignan true}}, :traits [{:description "The firenewt can breathe air and water. ", :name "Amphibious"} {:description "The firenewt makes two attacks with its scimitar.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. ", :name "Scimitar", :type :action} {:description "The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. ", :name "Spit Fire (Recharges after a Short or Long Rest)", :type :action}]}, :dolphin {:key :dolphin, :int 6, :speed "0 ft., swim 60 ft. ", :name "Dolphin", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 2, :modifier 2}, :type :beast, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:perception 3}, :str 14, :challenge 0.125, :con 13, :dex 13, :wis 12, :traits [{:description "If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. ", :name "Charge"} {:description "The dolphin can hold its breath for 20 minutes. ", :name "Hold Breath"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. ", :name "Slam", :type :action}]}, :shadow-mastiff-alpha {:key :shadow-mastiff-alpha, :int 6, :speed "40 ft.", :name "Shadow Mastiff Alpha", :alignment "neutral evil", :cha 5, :hit-points {:die 8, :die-count 8, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:perception 3, :stealth 6}, :str 16, :challenge 2, :con 13, :dex 14, :wis 12, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The shadow mastiff can see ethereal creatures and objects. ", :name "Ethereal Awareness"} {:description "The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.", :name "Keen Hearing and Smell"} {:description "While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.", :name "Shadow Blend"} {:description "While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.", :name "Sunlight Weakness"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ", :name "Bite", :type :action} {:description "The shadow mastiff howls. Any beast or humanoid within 300 feet of the mastiff and able to hear its howl must succeed on a DC 11 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any shadow mastiff's Terrifying Howl for the next 24 hours. ", :name "Terrifying Howl", :type :action}]}, :babau {:key :babau, :int 11, :speed "40 ft. ", :name "Babau", :alignment "chaotic evil", :cha 13, :hit-points {:die 8, :die-count 11, :modifier 33}, :type :fiend, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:perception 5, :stealth 5}, :str 19, :challenge 4, :con 16, :dex 16, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:fire false, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true}}, :traits [{:description "The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components: \nAt will: darkness, dispel magic, fear, heat metal, levitate ", :name "Innate Spellcasting"} {:description "The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. ", :name "Claw", :type :action} {:description "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack. ", :name "Spear", :type :action} {:description "The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Weakening Gaze", :type :action}]}, :chitine {:key :chitine, :int 10, :speed "30 ft., climb 30 ft. ", :name "Chitine", :alignment "chaotic evil", :cha 7, :hit-points {:die 6, :die-count 4, :modifier 4}, :type :monstrosity, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:athletics 4, :stealth 4}, :str 10, :challenge 0.5, :con 12, :dex 14, :wis 10, :props {:language {:undercommon true}}, :traits [{:description "The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep.", :name "Fey Ancestry"} {:description "While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.", :name "Web Sense"} {:description "The chitine ignores movement restrictions caused by webbing. ", :name "Web Walker"} {:description "The chitine makes three attacks with its daggers.", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", :name "Dagger", :type :action}]}, :champion {:key :champion, :int 10, :speed "30 ft. ", :name "Champion", :alignment "any alignment", :cha 12, :hit-points {:die 8, :die-count 22, :modifier 44}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:athletics 9, :intimidation 5, :perception 6}, :str 20, :saving-throws {:con 6, :str 9}, :challenge 9, :con 14, :dex 15, :wis 14, :props {:language {:any-one-language-usually-common- true}}, :traits [{:description "The champion rerolls a failed saving throw. ", :name "Indomitable (2/Day)"} {:description "As a bonus action, the champion can regain 20 hit points. ", :name "Second Wind (Recharges after a Short or Long Rest)"} {:description "The champion makes three attacks with its greatsword or its shortbow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. ", :name "Greatsword", :type :action} {:description "Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining. ", :name "Light Crossbow", :type :action}]}, :evoker {:key :evoker, :int 17, :speed "30 ft. ", :name "Evoker", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 7, :history 7}, :str 9, :saving-throws {:int 7, :wis 5}, :challenge 9, :con 12, :dex 14, :wis 12, :props {:language {:any-four-languages- true}}, :traits [{:description "The evoker is a 12th-level spellcaster. Its spellcast-ing ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared: \nCantrips (at will): fire bolt,* light,* prestidigitation, ray of frost* \n1st level (4 slots): burning hands,* mage armor, magic missile* \n2nd level (3 slots): mirror image, misty step, shatter* \n3rd level (3 slots): counterspell,fireball,* lightning bolt* \n4th level (3 slots): ice storm,* stoneskin \n5th level (2 slots): Bigby's hand,* cone of cold* \n6th level (1 slot): chain lightning,* wall of ice* \n*Evocation spell ", :name "Spellcasting"} {:description "When the evoker casts an evocation spell that forces other creatures it can see, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it. ", :name "Sculpt Spells"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8 -1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action}]}, :conjurer {:key :conjurer, :int 17, :speed "30 ft.", :name "Conjurer", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 9}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 6, :history 6}, :str 9, :saving-throws {:int 6, :wis 4}, :challenge 6, :con 11, :dex 14, :wis 12, :props {:language {:any-four-languages- true}}, :traits [{:description "The conjurer is a 9th-level spellcaster. Its spell-casting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared: \nCantrips (at will): acid splash,* mage hand,* poison spray,* prestidigitation \n1st level (4 slots): mage armor, magic missile, unseen servant* \n2nd level (3 slots): cloud of daggers,* misty step,* web* \n3rd level (3 slots): fireball, stinking cloud* \n4th level (3 slots): Evard's black tentacles,* stoneskin \n5th level (2 slots): cloudkill,* conjure elemental* \n*Conjuration spell of 1st level or higher ", :name "Spellcasting"} {:description "As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. ", :name "Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher)"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Dagger", :type :action}]}, :elder-brain {:legendary-actions {:description "The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The elder brain regains spent legendary actions at the start of its turn. "}, :key :elder-brain, :int 21, :speed "5ft., swim 10 ft. ", :name "Elder Brain", :alignment "lawful evil", :cha 24, :hit-points {:die 10, :die-count 20, :modifier 100}, :type :aberration, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 10, :skills {:arcana 10, :deception 12, :insight 14, :intimidation 12, :persuasion 12}, :str 15, :saving-throws {:cha 12, :int 10, :wis 9}, :challenge 14, :con 20, :dex 10, :wis 19, :props {:language {:telepathy-5-miles- true, :understands-common-deep-speech-and-undercommon-but-cant-speak true}}, :traits [{:description "The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. ", :name "Creature Sense"} {:description "The elder brain's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components: \nAt will: detect thoughts, levitate \n1/day each: dominate monster, plane shift (self only) ", :name "Innate Spellcasting (Psionics)"} {:description "If the elder brain fails a saving throw, it can choose to succeed instead. ", :name "Legendary Resistance (3/Day)"} {:description "The elder brain has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way. ", :name "Telepathic Hub"} {:description "Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time. ", :name "Tentacle", :type :action} {:description "The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Mind Blast (Recharge 5-6)", :type :action} {:description "The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can, use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time. ", :name "Psychic Link", :type :action} {:description "The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target. ", :name "Sense Thoughts", :type :action} {:description "The elder brain makes a tentacle attack. ", :name "Tentacle", :type :legendary-action} {:description "The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell. ", :name "Break Concentration", :type :legendary-action} {:description "The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage. ", :name "Psychic Pulse", :type :legendary-action} {:description "The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn. ", :name "Sever Psychic Link", :type :legendary-action}]}, :warlord {:legendary-actions {:description "The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The warlord regains spent legendary actions at the start of its turn. "}, :key :warlord, :int 12, :speed "30 ft. ", :name "Warlord", :alignment "any alignment", :cha 18, :hit-points {:die 8, :die-count 27, :modifier 108}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:athletics 9, :intimidation 8, :perception 5, :persuasion 8}, :str 20, :saving-throws {:con 8, :dex 7, :str 9}, :challenge 12, :con 18, :dex 16, :wis 12, :props {:language {:any-two-languages true}}, :traits [{:description "The warlord can reroll a saving throw it fails. It must use the new roll. ", :name "Indomitable (3/Day)"} {:description "The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum. ", :name "Survivor"} {:description "The warlord makes two weapon attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. ", :name "Greatsword", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ", :name "Shortbow", :type :action} {:description "The warlord makes a weapon attack. ", :name "Weapon Attack", :type :legendary-action} {:description "The warlord targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll. ", :name "Command Ally", :type :legendary-action} {:description "The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord's next turn. ", :name "Frighten Foe (Costs 2 Actions)", :type :legendary-action}]}, :alhoon {:key :alhoon, :int 19, :speed "30 ft. ", :name "Alhoon", :alignment "any evil alignment", :cha 17, :hit-points {:die 8, :die-count 16, :modifier 48}, :type :undead, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:arcana 8, :deception 7, :history 8, :insight 7, :perception 7, :stealth 5}, :str 11, :saving-throws {:cha 7, :con 7, :int 8, :wis 7}, :challenge 10, :con 16, :dex 12, :wis 17, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true}, :damage-immunity {:bludgeoning true, :piercing true, :poison true, :slashing true}, :damage-resistance {:cold true, :lightning true, :necrotic true}, :language {:deep-speech true, :telepathy-120ft- true, :undercommon true}}, :traits [{:description "The alhoon has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The alhoon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: \nAt will: detect thoughts, levitate \n1/day each: dominate monster, plane shift (self only) ", :name "Innate Spellcasting (Psionics)"} {:description "The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared: \nCantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp \n1st level (4 slots): detect magic, disguise self. magic missile, shield \n2nd level (3 slots): invisibility, mirror image, scorching ray \n3rd level (3 slots): counterspell, fly, lightning bolt \n4th level (3 slots): confusion, Evard's black tentacles, phantasmal killer \n5th level (2 slots): modify memory, wall of force \n6th level (1 slot): disintegrate, globe of invulnerability ", :name "Spellcasting"} {:description "The alhoon has advantage on saving throws against any effect that turns undead. ", :name "Turn Resistance"} {:description "Melee Spell Attack: +8 to hit. reach 5 ft., one target. Hit: 10 (3d6) cold damage. ", :name "Chilling Grasp", :type :action} {:description "The alhoon magically emits psychic energy in a GO-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stμnned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Mind Blast (Recharge 5-6)", :type :action}]}, :wood-woad {:key :wood-woad, :int 10, :speed "30 ft., climb 30 ft. ", :name "Wood Woad", :alignment "lawful neutral", :cha 8, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :plant, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:athletics 7, :perception 4, :stealth 4}, :str 18, :challenge 5, :con 16, :dex 12, :wis 13, :props {:condition-immunity {:charmed true, :frightened true}, :damage-resistance {:bludgeoning true, :piercing true}, :damage-vulnerability {:fire true}, :language {:sylvan true}}, :traits [{:description "In the wood woad's hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks). ", :name "Magic Club"} {:description "The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. ", :name "Plant Camouflage"} {:description "The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. ", :name "Tree Stride"} {:description "The wood woad makes two attacks with its club. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage. ", :name "Club", :type :action}]}, :mouth-of-grolantor {:key :mouth-of-grolantor, :int 5, :speed "50 ft. ", :name "Mouth of Grolantor", :alignment "chaotic evil", :cha 5, :hit-points {:die 12, :die-count 10, :modifier 40}, :type :giant, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 1}, :str 21, :challenge 6, :con 18, :dex 10, :wis 7, :props {:condition-immunity {:frightened true}, :language {:giant true}}, :traits [{:description "The giant is immune to confusion spells and similar magic. On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a dlO at the start of each of the giant's turns to determine its action for that turn: \n1-3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. \n4-5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself. \n6-7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn. \n8-10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. ", :name "Mouth of Madness"} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) piercing damage, and the giant magically regains hit points equal to the damage dealt. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. ", :name "Fist", :type :action}]}, :green-guard-drake {:key :green-guard-drake, :int 4, :speed "30 ft., swim 30 ft.", :name "Green Guard Drake", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :dragon, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 16, :challenge 2, :con 16, :dex 11, :wis 10, :props {:damage-resistance {:poison true}, :language {:understands-draconic-but-cant-speak true}}, :traits [{:description "The green guard drake can breathe air and water. ", :name "Amphibious"} {:description "The guard drake makes two attacks: one with its bite and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ", :name "Tail", :type :action}]}, :hobgoblin-devastator {:key :hobgoblin-devastator, :int 16, :speed "30 ft.", :name "Hobgoblin Devastator", :alignment "lawful evil", :cha 11, :hit-points {:die 8, :die-count 7, :modifier 14}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:arcana 5}, :str 13, :challenge 4, :con 14, :dex 12, :wis 13, :props {:language {:common true, :goblin true}}, :traits [{:description "Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. ", :name "Arcane Advantage"} {:description "When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw. ", :name "Army Arcana"} {:description "The hobgoblin is a 7th-level spellcaster. Its spell-casting ability is Intelligence (spell save DC 13, +S to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): acid splash,.fire bolt, ray of frost, shocking grasp \n1st level (4 slots): fog cloud, magic missile, thunderwave \n2nd level (3 slots): gust of wind, Melfs acid arrow, scorching ray \n3rd level (3 slots):.fireball, fly, lightning bolt \n4th level (1 slot): ice storm ", :name "Spellcasting"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action}]}, :swashbuckler {:key :swashbuckler, :int 14, :speed "30 ft. ", :name "Swashbuckler", :alignment "any non-lawful alignment", :cha 15, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:acrobatics 8, :athletics 5, :persuasion 6}, :str 12, :challenge 3, :con 12, :dex 18, :wis 11, :props {:language {:any-one-language-usually-common- true}}, :traits [{:description "The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns. ", :name "Lightfooted"} {:description "While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. ", :name "Suave Defense"} {:description "The swashbuckler makes three attacks: one with a dagger and two with its rapier. ", :name "Multiattack", :type :action} {:description "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. ", :name "Dagger", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ", :name "Rapier", :type :action}]}, :white-guard-drake {:key :white-guard-drake, :int 4, :speed "30 ft., burrow 20 ft., climb 30 ft.", :name "White Guard Drake", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :dragon, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 16, :challenge 2, :con 16, :dex 11, :wis 10, :props {:damage-resistance {:cold true}, :language {:understands-draconic-but-cant-speak true}}, :traits [{:description "The guard drake makes two attacks: one with its bite and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ", :name "Tail", :type :action}]}, :yuan-ti-malison-type-5- {:key :yuan-ti-malison-type-5-, :int 14, :speed "30ft", :name "Yuan-ti Malison (Type 5)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:deception 5, :stealth 4}, :str 16, :challenge 3, :con 13, :dex 14, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti has one of the following types: \nType 4: Human form with one or more serpentine tails \nType 5: Human form covered in scales ", :name "Matison Type"} {:description "The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. ", :name "Shapechanger"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion ", :name "Innate Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The yuan-ti makes two melee attacks or two ranged attacks. ", :name "Multiattack (Yuan-ti Form Only)", :type :action} {:description "Melee Weapon Attack: +S to hit, reach 5 ft, one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. ", :name "Bite (Snake Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ", :name "Scimitar (Yuan•ti Form Only)", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ", :name "Longbow (Yuan-ti Form Only)", :type :action}]}, :vegepygmy {:key :vegepygmy, :int 6, :speed "30 ft. ", :name "Vegepygmy", :alignment "neutral", :cha 7, :hit-points {:die 6, :die-count 2, :modifier 2}, :type :plant, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 2, :stealth 4}, :str 7, :challenge 0.25, :con 13, :dex 14, :wis 11, :props {:damage-resistance {:lightning true, :piercing true}, :language {:vegepygmy true}}, :traits [{:description "The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. ", :name "Plant Camouflage"} {:description "The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with O hit points and doesn't regenerate. ", :name "Regeneration"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ", :name "Claws", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. ", :name "Sling", :type :action}]}, :brontosaurus {:key :brontosaurus, :int 2, :speed "30ft.", :name "Brontosaurus", :alignment "unaligned", :cha 7, :hit-points {:die 20, :die-count 9, :modifier 27}, :type :beast, :size :gargantuan, :option-pack "Volo's Guide to Monsters", :armor-class 15, :str 21, :saving-throws {:con 6}, :challenge 5, :con 17, :dex 9, :wis 10, :traits [{:description "Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. ", :name "Stomp", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage. ", :name "Tail", :type :action}]}, :ulitharid {:key :ulitharid, :int 21, :speed "30 ft. ", :name "Ulitharid", :alignment "lawful evil", :cha 21, :hit-points {:die 10, :die-count 17, :modifier 34}, :type :aberration, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:arcana 9, :insight 8, :perception 8, :stealth 5}, :str 15, :saving-throws {:cha 9, :int 9, :wis 8}, :challenge 9, :con 15, :dex 12, :wis 19, :props {:language {:deep-speech true, :telepathy-2-miles- true, :undercommon true}}, :traits [{:description "The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. ", :name "Creature Sense"} {:description "The ulitharid has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required). ", :name "Psionic Hub"} {:description "The ulitharid's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components: \nAt will: detect thoughts, levitate \n1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis ", :name "Innate Spellcasting (Psionics)"} {:description "Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. ", :name "Tentacles", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.", :name "Extract Brain", :type :action} {:description "The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Mind Blast (Recharge 5-6)", :type :action}]}, :death-kiss {:key :death-kiss, :int 10, :speed "0 ft., fly 30 ft. (hover) ", :name "Death Kiss", :alignment "neutral evil", :cha 10, :hit-points {:die 10, :die-count 17, :modifier 68}, :type :aberration, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:perception 5}, :str 18, :saving-throws {:con 8, :wis 5}, :challenge 10, :con 18, :dex 14, :wis 12, :props {:condition-immunity {:prone true}, :damage-immunity {:lightning true}, :language {:deep-speech true, :undercommon true}}, :traits [{:description "A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage. ", :name "Lightning Blood"} {:description "The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles. ", :name "Tentacle", :type :action} {:description "One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points. ", :name "Blood Drain", :type :action}]}, :yuan-ti-pit-master {:key :yuan-ti-pit-master, :int 14, :speed "30 ft. ", :name "Yuan-ti Pit Master", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 16, :modifier 16}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:deception 5, :stealth 4}, :str 16, :saving-throws {:cha 5, :wis 3}, :challenge 5, :con 13, :dex 14, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. ", :name "Shapechanger"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion ", :name "Innate Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target. ", :name "Poison's Disciple (2/Day)"} {:description "The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray \n1st-3rd level (2 3rd-level slots): command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch ", :name "Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti makes two bite attacks using its snake arms. ", :name "Multiattack (Yuan-ti Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. ", :name "Bite", :type :action} {:description "The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed. ", :name "Merrshaulk's Slumber (1/Day)", :type :action}]}, :warlock-of-the-archfey {:key :warlock-of-the-archfey, :int 11, :speed "30 ft. ", :name "Warlock of the Archfey", :alignment "any alignment", :cha 18, :hit-points {:die 8, :die-count 11}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 11, :skills {:arcana 2, :deception 6, :nature 2, :perception 6}, :str 9, :saving-throws {:cha 6, :wis 3}, :challenge 4, :con 11, :dex 13, :wis 12, :props {:condition-immunity {:charmed true}, :language {:any-two-languages-usually-sylvan- true}}, :traits [{:description "The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: \nAt will: disguise self, mage armor (self only), silent image, speak with animals \n1/day: conjure fey ", :name "Innate Spellcasting"} {:description "The warlock is a 11th-level spellcaster. Its spell-casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it fin-ishe~ a short or long rest. It knows the following warlock spells: \nCantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery \n1st-5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep ", :name "Spellcasting"} {:description "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. ", :name "Dagger", :type :action} {:description "In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell. ", :name "Reaction: Misty Escape (Recharges after a Short or Long Rest)"}]}, :shadow-mastiff {:key :shadow-mastiff, :int 5, :speed "40 ft. ", :name "Shadow Mastiff", :alignment "neutral evil", :cha 5, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:perception 3, :stealth 6}, :str 16, :challenge 2, :con 13, :dex 14, :wis 12, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "The shadow mastiff can see ethereal creatures and objects. ", :name "Ethereal Awareness"} {:description "The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.", :name "Keen Hearing and Smell"} {:description "While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated", :name "Shadow Blend"} {:description "While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws. ", :name "Sunlight Weakness"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ", :name "Bite", :type :action}]}, :annis-hag {:key :annis-hag, :int 13, :speed "40 ft. ", :name "Annis Hag", :alignment "chaotic evil", :cha 15, :hit-points {:die 10, :die-count 10, :modifier 20}, :type :fey, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:deception 5, :perception 5}, :str 21, :saving-throws {:con 5}, :challenge 6, :con 14, :dex 12, :wis 14, :props {:damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :giant true, :sylvan true}}, :traits [{:description "The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells: \n3/day each: disguise self (including the form of a Medium humanoid), fog cloud ", :name "Innate Spellcasting"} {:description "The annis makes three attacks: one with her bite and two with her claws. ", :name "Multiattack", :type :action} {:description "Mefee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.", :name "Claw", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way. ", :name "Crushing Hug", :type :action}]}, :morkoth {:key :morkoth, :int 20, :speed "25 ft., swim 50 ft. ", :name "Morkoth", :alignment "chaotic evil", :cha 13, :hit-points {:die 8, :die-count 20, :modifier 40}, :type :aberration, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:arcana 9, :history 9, :perception 10, :stealth 6}, :str 14, :saving-throws {:dex 6, :int 9, :wis 6}, :challenge 11, :con 14, :dex 14, :wis 15, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:telepathy-120ft- true}}, :traits [{:description "The morkoth can breathe air and water. ", :name "Amphibious"} {:description "The morkoth is an 11th-level spellcaster. Its spell-casting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared: \nCantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp \n1st level (4 slots): detect magic, identify, shield, witch bolt \n2nd level (3 slots): darkness, detect thoughts, shatter \n3rd level (3 slots): dispel magic, lightning bolt, sending \n4th level (3 slots): dimension door, Evard's black tentacles \n5th level (3 slots): geas, scrying \n6th level (1 slot): chain lightning ", :name "Spellcasting"} {:description "The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of the morkoth's turns, and the morkoth can't use its tentacles on another target. ", :name "Tentacles", :type :action} {:description "The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for l minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours. ", :name "Hypnosis", :type :action} {:description "If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. ", :name "Reaction: Spell Reflection"}]}, :frost-giant-everlasting-one {:key :frost-giant-everlasting-one, :int 9, :speed "40 ft. ", :name "Frost Giant Everlasting One", :alignment "chaotic evil", :cha 12, :hit-points {:die 12, :die-count 14, :modifier 98}, :type :giant, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:athletics 11, :perception 4}, :str 25, :saving-throws {:con 11, :str 11, :wis 4}, :challenge 12, :con 24, :dex 9, :wis 10, :props {:damage-immunity {:cold true}, :language {:giant true}}, :traits [{:description "The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. ", :name "Extra Heads"} {:description "The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with O hit points and doesn't regenerate. ", :name "Regeneration"} {:description "As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits: \n• The giant has advantage on Strength checks and Strength saving throws \n• When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll. \n• The giant has resistance to bludgeoning, piercing, and slashing damage. ", :name "Vaprak's Rage (Recharges after a Short or Long Rest)"} {:description "The giant makes two attacks with its greataxe. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: + 11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.", :name "Greataxe", :type :action} {:description "Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. ", :name "Rock", :type :action}]}, :archer {:key :archer, :int 11, :speed "30 ft. ", :name "Archer", :alignment "any alignment", :cha 10, :hit-points {:die 8, :die-count 10, :modifier 30}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:acrobatics 6, :perception 5}, :str 11, :challenge 3, :con 16, :dex 18, :wis 13, :props {:language {:any-one-language-usually-common- true}}, :traits [{:description "As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow. ", :name "Archer's Eye (3/Day)"} {:description "The archer makes two attacks with its longbow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Shortsword", :type :action} {:description "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ", :name "Longbow", :type :action}]}, :sea-spawn {:key :sea-spawn, :int 6, :speed "20 ft., swim 30 ft. ", :name "Sea Spawn", :alignment "neutral evil", :cha 8, :hit-points {:die 8, :die-count 5, :modifier 10}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 11, :str 15, :challenge 1, :con 15, :dex 8, :wis 10, :props {:language {:understands-aquan-and-common-but-cant-speak true}}, :traits [{:description "The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. ", :name "Limited Amphibiousness"} {:description "The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach S ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. ", :name "Unarmed Strike", :type :action} {:description "The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy: \nBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. \nPoison Quills. Melee Weapon Attack: +5 to hit, reach S ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \nTentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target. ", :name "Piscine Anatomy", :type :action}]}, :mind-flayer-psion {:key :mind-flayer-psion, :int 19, :speed "30ft", :name "Mind Flayer Psion", :alignment "lawful evil", :cha 17, :hit-points {:die 8, :die-count 13, :modifier 31}, :type :aberration, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:arcana 7, :deception 6, :insight 6, :perception 6, :persuasion 6, :stealth 4}, :str 11, :saving-throws {:cha 6, :int 7, :wis 6}, :challenge 8, :con 12, :dex 12, :wis 17, :props {:language {:deep-speech true, :telepathy-120ft- true, :undercommon true}}, :traits [{:description "The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: \nAt will: guidance, mage hand, vicious mockery, true strike, detect thoughts, levitate \n1/day each: dominate monster, plane shift (self only) \n1st level (4 slots): charm person, command, comprehend languages, sanctuary \n2nd level (3 slots): crown of madness, phantasmal force, see invisibility \n3rd level (3 slots): clairvoyance, fear, meld into stone \n4th level (3 slots): confusion, stone shape \n5th level (2 slots): scrying, telekinesis ", :name "Innate Spellcasting (Psionics)"} {:description "The mind flayer has advantage on saving throws against spells and other magical effects.", :name "Magic Resistance"} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. ", :name "Tentacles", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. ", :name "Extract Brain", :type :action} {:description "The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its t_urns, ending the effect on itself on a success.", :name "Mind Blast (Recharge 5-6)", :type :action}]}, :illusionist {:key :illusionist, :int 16, :speed "30 ft. ", :name "Illusionist", :alignment "any alignment", :cha 12, :hit-points {:die 8, :die-count 7, :modifier 7}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 5, :history 5}, :str 9, :saving-throws {:int 5, :wis 2}, :challenge 3, :con 13, :dex 14, :wis 11, :props {:language {:any-four-languages- true}}, :traits [{:description "The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared: \nCantrips (at will): dancing lights, mage hand, minor illusion, poison spray \n1st level (4 slots): color spray,* disguise self*, mage armor, magic missile \n2nd level (3 slots): invisibility,* mirror image,* phantasmal force* \n3rd level (3 slots): major image,* phantom steed* \n4th level (1 slot): phantasmal killer* \n*Illusion spell of 1st level or higher ", :name "Spellcasting"} {:description "As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0. ", :name "Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher)"} {:description "Melee Weapon Attack: + 1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8 -1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action}]}, :giant-strider {:key :giant-strider, :int 4, :speed "50 ft. ", :name "Giant Strider", :alignment "neutral evil", :cha 6, :hit-points {:die 10, :die-count 3, :modifier 6}, :type :monstrosity, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 14, :str 18, :challenge 1, :con 14, :dex 13, :wis 12, :props {:damage-immunity {:fire true}}, :traits [{:description "Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt. ", :name "Fire Absorption"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", :name "Bite", :type :action} {:description "The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried. ", :name "Fire Burst (Recharge 5-6)", :type :action}]}, :choldrith {:key :choldrith, :int 11, :speed "30 ft., climb 30 ft. ", :name "Choldrith", :alignment "chaotic evil", :cha 10, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:athletics 5, :religion 2, :stealth 5}, :str 12, :challenge 3, :con 12, :dex 16, :wis 14, :props {:language {:undercommon true}}, :traits [{:description "The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep. ", :name "Fey Ancestry"} {:description "The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared: \nCantrips (at will): guidance, mending, resistance, thaumaturgy \n1st level (4 slots): bane, healing word, sanctuary, shield of faith \n2nd level (3 slots): hold person, spiritual weapon (dagger) ", :name "Spellcasting"} {:description "The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Sunlight Sensitivity"} {:description "While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web. ", :name "Web Sense"} {:description "The choldrith ignores movement restrictions caused by webbing. ", :name "Web Walker"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage. ", :name "Dagger", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). ", :name "Web (Recharge 5-6)", :type :action}]}, :maw-demon {:key :maw-demon, :int 5, :speed "30 ft.", :name "Maw Demon", :alignment "chaotic evil", :cha 5, :hit-points {:die 8, :die-count 6, :modifier 6}, :type :fiend, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 13, :str 14, :challenge 1, :con 13, :dex 8, :wis 8, :props {:condition-immunity {:charmed true, :frightened true, :poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:understands-abyssal-but-cant-speak true}}, :traits [{:description "When it reduces a creature to O hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack. ", :name "Rampage"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. ", :name "Bite", :type :action}]}, :swarm-of-rot-grubs {:key :swarm-of-rot-grubs, :int 1, :speed "5 ft., climb 5 ft. ", :name "Swarm of Rot Grubs", :alignment "unaligned", :cha 1, :hit-points {:die 8, :die-count 5}, :type :beast, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 8, :str 2, :challenge 0.5, :con 10, :dex 7, :wis 2, :props {:condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :prone true, :restrained true}, :damage-resistance {:piercing true, :slashing true}}, :traits [{:description "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points. ", :name "Swarm"} {:description "Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm's space. Hit: The target is infested by 1d4 rot grubs. At the start of each of the target's turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target. ", :name "Bites", :type :action}]}, :thorny {:key :thorny, :int 2, :speed "30 ft. ", :name "Thorny", :alignment "neutral", :cha 6, :hit-points {:die 8, :die-count 5, :modifier 5}, :type :plant, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 4, :stealth 3}, :str 13, :challenge 1, :con 13, :dex 12, :wis 10, :props {:damage-resistance {:lightning true, :piercing true}}, :traits [{:description "The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. ", :name "Plant Camouflage"} {:description "The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "At the start of its turn, the thorny deals 2 (1d4) piercing damage to any creature grappling it. ", :name "Thorny Body"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage. ", :name "Bite", :type :action}]}, :yuan-ti-anathema {:key :yuan-ti-anathema, :int 19, :speed "40 ft., climb 30 ft., swim 30 ft. ", :name "Yuan-ti Anathema", :alignment "neutral evil", :cha 20, :hit-points {:die 12, :die-count 18, :modifier 72}, :type :monstrosity, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:perception 7, :stealth 5}, :str 23, :challenge 12, :con 19, :dex 13, :wis 17, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:acid true, :fire true, :lightning true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The anathema's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day each: darkness, entangle, fear, haste, suggestion, polymorph \n1/day: divine word ", :name "Innate Spellcasting (Anathema Form Only)"} {:description "The anathema has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours. ", :name "Ophidiophobia Aura"} {:description "The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. ", :name "Shapechanger"} {:description "The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. ", :name "Six Heads"} {:description "The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack.", :name "Multiattack (Anathema Form Only)", :type :action} {:description "Melee Weapon Attack: + 10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. ", :name "Claw (Anathema Form Only)", :type :action} {:description "Melee Weapon Attack:+ 10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can't constrict another target. ", :name "Constrict", :type :action} {:description "Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6) poison damage. ", :name "Flurry of Bites", :type :action}]}, :barghest {:key :barghest, :int 13, :speed "60 ft. (30 ft. in goblin form) ", :name "Barghest", :alignment "neutral evil", :cha 14, :hit-points {:die 10, :die-count 12, :modifier 24}, :type :fiend, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:deception 4, :intimidation 4, :perception 5, :stealth 4}, :str 19, :challenge 4, :con 14, :dex 15, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:acid true, :poison true}, :damage-resistance {:bludgeoning true, :cold true, :fire true, :lightning true, :piercing true, :slashing true}, :language {:abyssal true, :common true, :gnomish false, :goblin true, :infernal true, :telepathy-60-ft- true}}, :traits [{:description "The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies. ", :name "Shapechanger"} {:description "When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest. ", :name "Fire Banishment"} {:description "The barghest has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The barghest's innate spellcasting ability is Charisma (spell save DC 12). The barghest can innately cast the following spells, requiring no material components: \nAt will: levitate, minor illusion, pass without trace \n1/day each: charm person, dimension door, suggestion ", :name "Innate Spellcasting"} {:description "Melee Weapon Attack (true form only): +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. ", :name "Claws", :type :action}]}, :diviner {:key :diviner, :int 18, :speed "30 ft. ", :name "Diviner", :alignment "any alignment", :cha 11, :hit-points {:die 8, :die-count 15}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 7, :history 7}, :str 9, :saving-throws {:int 7, :wis 4}, :con 11, :dex 14, :wis 12, :props {:language {:any-four-languages- true}}, :traits [{:description "The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared: \nCantrips (at will): fire bolt, light, mage hand, message, true strike \n1st level (4 slots): detect magic,* feather fall, mage armor \n2nd level (3 slots): detect thoughts,* locate object,* scorching ray \n3rd level (3 slots): clairvoyance,* fly, fireball \n4th level (3 slots): arcane eye,* ice storm, stoneskin \n5th level (2 slots): Rary's telepathic bond,* scrying* \n6th level (1 slot): mass suggestion, true seeing* \n7th level (1 slot): delayed blast fireball, teleport \n8th level (1 slot): maze \n*Divination spell of 1st level or higher ", :name "Spellcasting"} {:description "When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check. ", :name "Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher)"} {:description "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8 -1) bludgeoning damage if used with two hands. ", :name "Quarterstaff", :type :action}]}, :gauth {:key :gauth, :int 15, :speed "0ft., fly 20 ft. (hover) ", :name "Gauth", :alignment "lawful evil", :cha 13, :hit-points {:die 8, :die-count 9, :modifier 27}, :type :aberration, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 4}, :str 10, :saving-throws {:cha 4, :int 5, :wis 5}, :challenge 6, :con 16, :dex 14, :condition-immunities "prone", :wis 15, :languages "deep speech, undercommon", :props {:condition-immunity {:prone true}, :language {:deep-speech true, :undercommon true}}, :traits [{:description "When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.", :name "Stunning Gaze"} {:description "When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one. ", :name "Death Throes"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage. ", :name "Bite", :type :action} {:description "The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: ", :name "Eye Rays", :type :action} {:description "The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. ", :name "1. Devour Magic Ray", :type :action} {:description "The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. ", :name "2. Enervation Ray", :type :action} {:description "The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn. ", :name "3. Pushing Ray", :type :action} {:description "The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage. ", :name "4. Fire Ray", :type :action} {:description "The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "5. Paralyzing Ray", :type :action} {:description "The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. ", :name "6. Sleep Ray", :type :action}]}, :guard-drake {:key :guard-drake, :int 4, :speed "30 ft. ", :name "Guard Drake", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :dragon, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 16, :challenge 2, :con 16, :dex 11, :wis 10, :props {:language {:understands-draconic-but-cant-speak true}}, :traits [{:description "The guard drake makes two attacks: one with its bite and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ", :name "Tail", :type :action}]}, :darkling-elder {:key :darkling-elder, :int 10, :speed "30 ft. ", :name "Darkling Elder", :alignment "chaotic neutral", :cha 13, :hit-points {:die 8, :die-count 5, :modifier 5}, :type :fey, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:acrobatics 5, :deception 3, :perception 6, :stealth 7}, :str 13, :challenge 2, :con 12, :dex 17, :wis 14, :props {:language {:elvish true, :sylvan true}}, :traits [{:description "When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded. ", :name "Death Burn"} {:description "The darkling elder makes two melee attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals an extra 10 (3d6) piercing damage. ", :name "Shortsword", :type :action} {:description "The darkling elder casts darkness without any components. Wisdom is its spellcasting ability. ", :name "Darkness (Recharges after a Short or Long Rest)", :type :action}]}, :orc-nurtured-one-of-yurtrus {:key :orc-nurtured-one-of-yurtrus, :int 7, :speed "30 ft. ", :name "Orc Nurtured One of Yurtrus", :alignment "chaotic evil", :cha 7, :hit-points {:die 8, :die-count 4, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 9, :str 15, :challenge 0.5, :con 16, :dex 8, :wis 11, :props {:language {:common true, :orc true}}, :traits [{:description "As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.", :name "Aggressive"} {:description "When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can't regain hit points. ", :name "Corrupted Carrier"} {:description "The orc has advantage on saving throws against poison and disease. ", :name "Nurtured One of Yurtrus"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage.", :name "Claws", :type :action} {:description "The orc reduces itself to O hit points, triggering its Corrupted Carrier trait. ", :name "Corrupted Vengeance", :type :action}]}, :rothe {:key :rothe, :int 2, :speed "30 ft. ", :name "Rothe", :alignment "unaligned", :cha 4, :hit-points {:die 10, :die-count 2, :modifier 4}, :type :beast, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 18, :challenge 0.25, :con 14, :dex 10, :wis 10, :traits [{:description "If the rothe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. ", :name "Charge"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Gore", :type :action}]}, :gazer-familiar-variant- {:key :gazer-familiar-variant-, :int 3, :speed "0ft, fly 30 ft. (hover) ", :name "Gazer (Familiar Variant)", :alignment "neutral evil", :cha 7, :hit-points {:die 4, :die-count 3, :modifier 6}, :type :aberration, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 4, :stealth 5}, :str 3, :saving-throws {:wis 2}, :challenge 0.5, :con 14, :dex 17, :wis 10, :props {:condition-immunity {:prone true}}, :traits [{:description "The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond. ", :name "Familiar"} {:description "As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ", :name "Mimicry"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. ", :name "Bite", :type :action} {:description "The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: \n1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. \n2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. \n3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. \n4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container. ", :name "Eye Rays", :type :action}]}, :cranium-rat {:key :cranium-rat, :int 4, :speed "30 ft. ", :name "Cranium Rat", :alignment "lawful evil", :cha 8, :hit-points {:die 4, :die-count 1}, :type :beast, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 12, :str 2, :con 10, :dex 14, :wis 11, :props {:language {:telepathy-30-ft- true}}, :traits [{:description "As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light. ", :name "Illumination"} {:description "The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.", :name "Telepathic Shroud"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. ", :name "Bite", :type :action}]}, :neogi-master {:key :neogi-master, :int 16, :speed "30 ft., climb 30 ft.", :name "Neogi Master", :alignment "lawful evil", :cha 18, :hit-points {:die 6, :die-count 13, :modifier 26}, :type :aberration, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:arcana 5, :deception 6, :intimidation 6, :perception 3, :persuasion 6}, :str 6, :saving-throws {:wis 3}, :challenge 4, :con 14, :dex 16, :wis 12, :props {:language {:common true, :deep-speech true, :telepathy-30-ft- true, :undercommon true}}, :traits [{:description "The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep. ", :name "Mental Fortitude"} {:description "The neogi is a 7th-level spellcaster. Its spellcast-ing ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery \n1st-4th level (2 4th-level slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant ", :name "Spellcasting"} {:description "The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "The neogi makes two attacks: one with its bite and one with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. ", :name "Claws", :type :action} {:description "The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. ", :name "Enslave (Recharges after a Short or Long Rest)", :type :action}]}, :neogi-hatchling {:key :neogi-hatchling, :int 6, :speed "20 ft., climb 20 ft. ", :name "Neogi Hatchling", :alignment "lawful evil", :cha 9, :hit-points {:die 4, :die-count 3}, :type :aberration, :size :tiny, :option-pack "Volo's Guide to Monsters", :armor-class 11, :str 3, :challenge 0.125, :con 10, :dex 13, :wis 10, :traits [{:description "The hatchling has advantage on saving throws against being charmed or frightened, and magic can't put the hatchling to sleep. ", :name "Mental Fortitude"} {:description "The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ", :name "Spider Climb"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Bite", :type :action}]}, :darkling {:key :darkling, :int 10, :speed "30 ft.", :name "Darkling", :alignment "chaotic neutral", :cha 10, :hit-points {:die 6, :die-count 3, :modifier 3}, :type :fey, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:acrobatics 5, :deception 2, :perception 5, :stealth 7}, :str 9, :challenge 0.5, :con 12, :dex 16, :wis 12, :props {:language {:elvish true, :sylvan true}}, :traits [{:description "When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn. ", :name "Death Flash"} {:description "While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Light Sensitivity"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage. ", :name "Dagger", :type :action}]}, :yuan-ti-nightmare-speaker {:key :yuan-ti-nightmare-speaker, :int 14, :speed "30 ft. ", :name "Yuan-ti Nightmare Speaker", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 13, :modifier 13}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:deception 5, :stealth 4}, :str 16, :saving-throws {:cha 5, :wis 3}, :challenge 4, :con 13, :dex 14, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form. ", :name "Shapechanger"} {:description "The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target. ", :name "Death Fangs (2/Day)"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion ", :name "Innate Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation \n1st-3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt ", :name "Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti makes one con-strict attack and one scimitar attack. ", :name "Multiattack (Yuan-ti Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. ", :name "Constrict", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ", :name "Scimitar (Yuan-ti Form Only)", :type :action} {:description "The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2dl0) psychic damage on a failure. ", :name "Invoke Nightmare (Recharges after a Short or Long Rest)", :type :action}]}, :annis-hag-coven-variant- {:key :annis-hag-coven-variant-, :int 13, :speed "40 ft. ", :name "Annis Hag (Coven Variant)", :alignment "chaotic evil", :cha 15, :hit-points {:die 10, :die-count 10, :modifier 20}, :type :fey, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:deception 5, :perception 5}, :str 21, :saving-throws {:con 5}, :challenge 8, :con 14, :dex 12, :wis 14, :props {:damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :giant true, :sylvan true}}, :traits [{:description "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: \n1st level (4 slots): identify, ray of sickness \n2nd level (3 slots): hold person, locate object \n3rd level (3 slots): bestow curse, counterspell, lightning bolt \n4th level (3 slots): phantasmal killer, polymorph \n5th level (2 slots): contact other plane, scrying \n6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 +the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. ", :name "Shared Spellcasting"} {:description "The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells: \n3/day each: disguise self (including the form of a Medium humanoid), fog cloud ", :name "Innate Spellcasting"} {:description "The annis makes three attacks: one with her bite and two with her claws. ", :name "Multiattack", :type :action} {:description "Mefee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. ", :name "Bite", :type :action} {:description "Mefee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. ", :name "Claw", :type :action} {:description "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way. ", :name "Crushing Hug", :type :action}]}, :devourer {:key :devourer, :int 13, :speed "30 ft.", :name "Devourer", :alignment "chaotic evil", :cha 16, :hit-points {:die 10, :die-count 17, :modifier 85}, :type :fiend, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 16, :str 20, :challenge 13, :con 20, :dex 12, :wis 10, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :damage-resistance {:cold true, :fire true, :lightning true}, :language {:abyssal true, :telepathy-120ft- true}}, :traits [{:description "The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: + 10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage. ", :name "Claw", :type :action} {:description "The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. I fit had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time. ", :name "Imprison Soul", :type :action} {:description "The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with O hit points in that area.", :name "Soul Rend (Recharge 6)", :type :action}]}, :yuan-ti-broodguard {:key :yuan-ti-broodguard, :int 6, :speed "30 ft. ", :name "Yuan-ti Broodguard", :alignment "neutral evil", :cha 4, :hit-points {:die 8, :die-count 7, :modifier 14}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 15, :saving-throws {:dex 4, :str 4, :wis 2}, :challenge 2, :con 14, :dex 14, :wis 11, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The broodguard has advantage on saving throws against being charmed, and magic can't paralyze it.", :name "Mental Resistance"} {:description "At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. ", :name "Reckless"} {:description "The broodguard makes three attacks: one with its bite and two with its claws. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. ", :name "Claws", :type :action}]}, :martial-arts-adept {:key :martial-arts-adept, :int 11, :speed "40 ft. ", :name "Martial Arts Adept", :alignment "any alignment", :cha 10, :hit-points {:die 8, :die-count 11, :modifier 11}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:acrobatics 5, :insight 5, :stealth 5}, :str 11, :challenge 3, :con 13, :dex 17, :wis 16, :props {:language {:any-one-language-usually-common- true}}, :traits [{:description "While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ", :name "Unarmored Defense"} {:description "The adept makes three unarmed strikes or three dart attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects: \n• The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice). \n• The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. \n• The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn. ", :name "Unarmed Strike", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ", :name "Dart", :type :action} {:description "In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1ld10+3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free. ", :name "Reaction: Deflect Missile"}]}, :red-guard-drake {:key :red-guard-drake, :int 4, :speed "30 ft., climb 30 ft.", :name "Red Guard Drake", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :dragon, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 16, :challenge 2, :con 16, :dex 11, :wis 10, :props {:damage-resistance {:fire true}, :language {:understands-draconic-but-cant-speak true}}, :traits [{:description "The guard drake makes two attacks: one with its bite and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", :name "Tail", :type :action}]}, :cow {:key :cow, :int 2, :speed "30 ft. ", :name "Cow", :alignment "unaligned", :cha 4, :hit-points {:die 10, :die-count 2, :modifier 4}, :type :beast, :size :large, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 18, :challenge 0.25, :con 14, :dex 10, :wis 10, :traits [{:description "If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.", :name "Charge"} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Gore", :type :action}]}, :blue-guard-drake {:key :blue-guard-drake, :int 4, :speed "30 ft., burrow 20 ft.", :name "Blue Guard Drake", :alignment "unaligned", :cha 7, :hit-points {:die 8, :die-count 7, :modifier 21}, :type :dragon, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:perception 2}, :str 16, :challenge 2, :con 16, :dex 11, :wis 10, :props {:damage-resistance {:lightning true}, :language {:understands-draconic-but-cant-speak true}}, :traits [{:description "The guard drake makes two attacks: one with its bite and one with its tail. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. ", :name "Tail", :type :action}]}, :hobgoblin-iron-shadow {:key :hobgoblin-iron-shadow, :int 14, :speed "40 ft.", :name "Hobgoblin Iron Shadow", :alignment "lawful evil", :cha 11, :hit-points {:die 8, :die-count 5, :modifier 10}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:acrobatics 5, :athletics 4, :stealth 5}, :str 14, :challenge 2, :con 15, :dex 16, :wis 15, :props {:language {:common true, :goblin true}}, :traits [{:description "The hobgoblin is a 2nd-level spellcaster. Its spell-casting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): minor illusion, prestidigitation, true strike \n1st level (3 slots): charm person, disguise self, expeditious retreat, silent image ", :name "Spellcasting"} {:description "While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ", :name "Unarmored Defense"} {:description "The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. ", :name "Unarmed Strike", :type :action} {:description "Ranged Weapon Attack. +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", :name "Dart", :type :action} {:description "The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and i!s destination must be in dim light or darkness. ", :name "Shadow Jaunt", :type :action}]}, :storm-giant-quintessant {:legendary-actions {:description "The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. "}, :key :storm-giant-quintessant, :int 17, :speed "50 ft., fly 50 ft. (hover), swim 50 ft. ", :name "Storm Giant Quintessant", :alignment "chaotic good", :cha 19, :hit-points {:die 12, :die-count 20, :modifier 100}, :type :giant, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 8, :history 8, :perception 10}, :str 29, :saving-throws {:cha 9, :con 10, :str 14, :wis 10}, :challenge 16, :con 20, :dex 14, :wis 20, :props {:damage-immunity {:lightning true, :thunder true}, :damage-resistance {:bludgeoning true, :cold true, :piercing true, :slashing true}, :language {:common true, :giant true}}, :traits [{:description "The giant can breathe air and water. ", :name "Amphibious"} {:description "The giant makes two Lightning Sword attacks or uses Wind Javelin twice. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning damage. ", :name "Lightning Sword", :type :action} {:description "The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 9) piercing damage to the target, striking unerringly. The javelin disappears after it hits. ", :name "Wind Javelin", :type :action} {:description "The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses. ", :name "Gust", :type :legendary-action} {:description "The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one. ", :name "Thunderbolt (2 Actions)", :type :legendary-action} {:description "The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted by attacks, spells, or other effects. The giant can't use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm. ", :name "One with the Storm (3 Actions)", :type :legendary-action}]}, :yuan-ti-mind-whisperer {:key :yuan-ti-mind-whisperer, :int 14, :speed "30 ft. ", :name "Yuan-ti Mind Whisperer", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 13, :modifier 13}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:deception 5, :stealth 4}, :str 16, :saving-throws {:cha 5, :wis 4}, :challenge 4, :con 13, :dex 14, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form. ", :name "Shapechanger"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion ", :name "Innate Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target. ", :name "Mind Fangs (2/Day)"} {:description "The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: \nCantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll),friends, message, minor illusion, poison spray, prestidigitation \n1st-3rd level (2 3rd-level slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script ", :name "Spellcasting (Yuan-ti Form Only)"} {:description "When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points.", :name "Sseth's Blessing"} {:description "The yuan-ti makes one bite attack and one scimitar attack. ", :name "Multiattack (Yuan-ti Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage. ", :name "Scimitar (Yuan-ti Form Only)", :type :action}]}, :quetzalcoatlus {:key :quetzalcoatlus, :int 2, :speed "10ft., fly 80 ft. ", :name "Quetzalcoatlus", :alignment "unaligned", :cha 5, :hit-points {:die 12, :die-count 4, :modifier 4}, :type :beast, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:perception 2}, :str 15, :challenge 2, :con 13, :dex 13, :wis 10, :traits [{:description "If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target. ", :name "Dive Attack"} {:description "The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach. ", :name "Flyby"} {:description "Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage. ", :name "Bite", :type :action}]}, :blackguard {:key :blackguard, :int 11, :speed "30 ft.", :name "Blackguard", :alignment "any non-good alignment", :cha 15, :hit-points {:die 8, :die-count 18, :modifier 72}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 18, :skills {:athletics 7, :deception 5, :intimidation 5}, :str 18, :saving-throws {:cha 5, :wis 5}, :challenge 8, :con 18, :dex 11, :wis 14, :props {:language {:any-one-language-usually-common- true}}, :traits [{:description "The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared: \n1st level (4 slots): command, protection from evil and good, thunderous smite \n2nd level (3 slots): branding smite,find steed \n3rd level (2 slots): blinding smite, dispel magic ", :name "Spellcasting"} {:description "The blackguard makes three attacks with its glaive or its shortbow. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. ", :name "Glaive", :type :action} {:description "Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ", :name "Shortbow", :type :action} {:description "The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success. ", :name "Dreadful Aspect (Recharges after a Short or Long Rest)", :type :action}]}, :grung-elite-warrior {:key :grung-elite-warrior, :int 10, :speed "25 ft., climb 25 ft. ", :name "Grung Elite Warrior", :alignment "lawful evil", :cha 12, :hit-points {:die 6, :die-count 9, :modifier 18}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:athletics 2, :perception 2, :stealth 5, :survival 2}, :str 7, :saving-throws {:dex 5}, :challenge 2, :con 15, :dex 16, :wis 11, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:grung true}}, :traits [{:description "The grung can breathe air and water. ", :name "Amphibious"} {:description "Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", :name "Poisonous Skin"} {:description "The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. ", :name "Standing Leap"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.", :name "Dagger", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.", :name "Shortbow", :type :action} {:description "The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn. ", :name "Mesmerizing Chirr (Recharge 6)", :type :action}]}, :spawn-of-kyuss {:key :spawn-of-kyuss, :int 5, :speed "30ft", :name "Spawn of Kyuss", :alignment "chaotic evil", :cha 3, :hit-points {:die 8, :die-count 9, :modifier 36}, :type :undead, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 10, :str 16, :saving-throws {:wis 1}, :challenge 5, :con 18, :dex 11, :wis 7, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:understands-all-languages-it-knew-in-life-but-cant-speak- true}}, :traits [{:description "The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. ", :name "Regeneration"} {:description "If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action. ", :name "Worms", :type :Other} {:description "The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm. ", :name "Multiattack", :type :action} {:description "A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to O hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. ", :name "Burrowing Worm", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage. ", :name "Claw", :type :action}]}, :tanarukk {:key :tanarukk, :int 9, :speed "30 ft.", :name "Tanarukk", :alignment "chaotic evil", :cha 9, :hit-points {:die 8, :die-count 10, :modifier 50}, :type :fiend, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 14, :skills {:intimidation 2, :perception 2}, :str 18, :challenge 5, :con 20, :dex 13, :wis 9, :props {:damage-resistance {:fire true, :poison true}, :language {:abyssal true, :common true, :orc true}}, :traits [{:description "As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The tanarukk has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The tanarukk makes two attacks: one with its bite and one with its greatsword. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ", :name "Bite", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", :name "Greatsword", :type :action} {:description "In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker. ", :name "Reaction: Unbridled Fury"}]}, :yuan-ti-malison-type-4- {:key :yuan-ti-malison-type-4-, :int 14, :speed "30ft", :name "Yuan-ti Malison (Type 4)", :alignment "neutral evil", :cha 16, :hit-points {:die 8, :die-count 12, :modifier 12}, :type :monstrosity, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:deception 5, :stealth 4}, :str 16, :challenge 3, :con 13, :dex 14, :wis 12, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:abyssal true, :common true, :draconic true}}, :traits [{:description "The yuan-ti has one of the following types: \nType 4: Human form with one or more serpentine tails \nType 5: Human form covered in scales ", :name "Malison Type"} {:description "The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. ", :name "Shapechanger"} {:description "The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: \nAt will: animal friendship (snakes only) \n3/day: suggestion ", :name "Innate Spellcasting (Yuan-ti Form Only)"} {:description "The yuan-ti has advantage on saving throws against spells and other magical effects. ", :name "Magic Resistance"} {:description "The yuan-ti makes two melee attacks or two ranged attacks. ", :name "Multiattack (Yuan-ti Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. ", :name "Bite (Snake Form Only)", :type :action} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. ", :name "Scimitar (Yuan•ti Form Only)", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. ", :name "Longbow (Yuan-ti Form Only)", :type :action}]}, :bheur-hag {:key :bheur-hag, :int 12, :speed "30ft", :name "Bheur Hag", :alignment "chaotic evil", :cha 16, :hit-points {:die 8, :die-count 14, :modifier 28}, :type :fey, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:nature 4, :perception 4, :stealth 6, :survival 4}, :str 13, :saving-throws {:wis 4}, :challenge 7, :con 14, :dex 16, :wis 13, :props {:damage-immunity {:cold true}, :language {:auran true, :common true, :giant true}}, :traits [{:description "The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff. ", :name "Graystaff Magic"} {:description "The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment. ", :name "Ice Walk"} {:description "The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: \nAt will: hold person,* ray of frost \n3/day each: cone of cold,* ice storm,* wall of ice* \n1/day each: control weather", :name "Innate Spellcasting"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage. ", :name "Slam", :type :action} {:description "The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the OM controls the creature's movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Maddening Feast for the next 24 hours. ", :name "Maddening Feast", :type :action}]}, :master-thief {:key :master-thief, :int 11, :speed "30 ft. ", :name "Master Thief", :alignment "any alignment", :cha 12, :hit-points {:die 8, :die-count 13, :modifier 26}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 16, :skills {:acrobatics 7, :athletics 3, :perception 3, :sleight-of-hand 7, :stealth 7}, :str 11, :saving-throws {:dex 7, :int 3}, :challenge 5, :con 14, :dex 18, :wis 11, :props {:language {:any-one-language-usually-common- true, :thieves-cant true}}, :traits [{:description "On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action. ", :name "Cunning Action"} {:description "If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ", :name "Evasion"} {:description "The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll.", :name "Sneak Attack (1/Turn)"} {:description "The thief makes three attacks with its shortsword.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. ", :name "Shortsword", :type :action} {:description "Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ", :name "Light Crossbow", :type :action} {:description "The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker. ", :name "Reaction: Uncanny Dodge"}]}, :meenlock {:key :meenlock, :int 11, :speed "30 ft. ", :name "Meenlock", :alignment "neutral evil", :cha 8, :hit-points {:die 6, :die-count 7, :modifier 7}, :type :fey, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:perception 4, :stealth 6, :survival 2}, :str 7, :challenge 2, :con 12, :dex 15, :wis 10, :props {:condition-immunity {:frightened true}, :language {:telepathy-120ft- true}}, :traits [{:description "Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn. ", :name "Fear Aura"} {:description "While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ", :name "Light Sensitivity"} {:description "As a bonus action, the meen-lock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight. ", :name "Shadow Teleport (Recharge 5-6)"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Claws", :type :action}]}, :bard {:key :bard, :int 10, :speed "30 ft. ", :name "Bard", :alignment "any alignment", :cha 14, :hit-points {:die 8, :die-count 8, :modifier 8}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:acrobatics 4, :perception 5, :performance 6}, :str 11, :saving-throws {:dex 4, :wis 3}, :challenge 2, :con 12, :dex 14, :wis 13, :props {:language {:any-two-languages true}}, :traits [{:description "The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: \nCantrips (at will): friends, mage hand, vicious mockery \n1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave \n2nd level (3 slots): invisibility, shatter ", :name "Spellcasting"} {:description "The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well. ", :name "Song of Rest"} {:description "The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn. ", :name "Taunt (2/Day)"} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ", :name "Shortsword", :type :action} {:description "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ", :name "Shortbow", :type :action}]}, :korred {:key :korred, :int 10, :speed "30 ft., burrow 30 ft. ", :name "Korred", :alignment "chaotic neutral", :cha 9, :hit-points {:die 6, :die-count 12, :modifier 60}, :type :fey, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 17, :skills {:athletics 9, :perception 5, :stealth 5}, :str 23, :challenge 7, :con 20, :dex 14, :wis 15, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:dwarvish true, :gnomish true, :sylvan true, :terran true, :undercommon true}}, :traits [{:description "The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC l 3 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed. ", :name "Command Hair"} {:description "The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components: \nAt will: commune with nature, meld into stone, stone shape \n1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto's irresistible dance ", :name "Innate Spellcasting"} {:description "The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ", :name "Stone Camouflage"} {:description "While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks). ", :name "Stone's Strength"} {:description "The korred makes two attacks with its greatclub or hurls two rocks. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +9 to hit, reach S ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.", :name "Greatclub", :type :action} {:description "Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6) bludgeoning damage if the korred is on the ground. ", :name "Rock", :type :action}]}, :orc-hand-of-yurtrus {:key :orc-hand-of-yurtrus, :int 11, :speed "30 ft. ", :name "Orc Hand of Yurtrus", :alignment "chaotic evil", :cha 9, :hit-points {:die 8, :die-count 4, :modifier 12}, :type :humanoid, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :skills {:arcana 2, :intimidation 1, :medicine 4, :religion 2}, :str 12, :challenge 2, :con 16, :dex 11, :wis 14, :props {:language {:understands-common-and-orc-but-cant-speak- true}}, :traits [{:description "As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. ", :name "Aggressive"} {:description "The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared: \nCantrips (at-will): guidance, mending, resistance, thaumaturgy \n1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good \n2nd level (3 slots): blindness/deafness, silence ", :name "Spellcasting"} {:description "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.", :name "Touch of the White Hand", :type :action}]}, :cloud-giant-smiling-one {:key :cloud-giant-smiling-one, :int 15, :speed "40 ft. ", :name "Cloud Giant Smiling One", :alignment "chaotic neutral", :cha 17, :hit-points {:die 12, :die-count 21, :modifier 126}, :type :giant, :size :huge, :option-pack "Volo's Guide to Monsters", :armor-class 15, :skills {:deception 11, :insight 7, :perception 7, :sleight-of-hand 9}, :str 26, :saving-throws {:cha 7, :con 10, :int 6}, :challenge 11, :con 22, :dex 12, :wis 16, :props {:language {:common true, :giant true}}, :traits [{:description "The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: \nAt will: detect magic, fog cloud, light \n3/day each:feather fall, fly, misty step, telekinesis \n1/day each: control weather, gaseous form ", :name "Innate Spellcasting"} {:description "The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared: \nCantrips (at will): minor illusion, prestidigitation, vicious mockery \n1st level (4 slots): cure wounds, disguise self, silent image, Tasha's hideous laughter \n2nd level (3 slots): invisibility, suggestion \n3rd level (2 slots): major image, tongues ", :name "Spellcasting"} {:description "The giant has advantage on Wisdom (Perception) checks that rely on smell. ", :name "Keen Smell"} {:description "The giant makes two attacks with its morningstar. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll. ", :name "Morningstar", :type :action} {:description "Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll. ", :name "Rock", :type :action} {:description "The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies. ", :name "Change Shape", :type :action}]}, :redcap {:key :redcap, :int 10, :speed "25 ft. ", :name "Redcap", :alignment "chaotic evil", :cha 9, :hit-points {:die 6, :die-count 6, :modifier 24}, :type :fey, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:athletics 6, :perception 3}, :str 18, :challenge 3, :con 18, :dex 13, :wis 12, :props {:language {:common true, :sylvan true}}, :traits [{:description "While moving, the redcap has disadvantage on Dexterity (Stealth) checks. ", :name "Iron Boots"} {:description "While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls. ", :name "Outsize Strength"} {:description "The redcap makes three attacks with its wicked sickle. ", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. ", :name "Wicked Sickle", :type :action} {:description "The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone. ", :name "Ironbound Pursuit", :type :action}]}, :swarm-of-cranium-rats {:key :swarm-of-cranium-rats, :int 15, :speed "30 ft. ", :name "Swarm of Cranium Rats", :alignment "lawful evil", :cha 14, :hit-points {:die 8, :die-count 8}, :type :beast, :size :medium, :option-pack "Volo's Guide to Monsters", :armor-class 12, :str 9, :challenge 5, :con 10, :dex 14, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :prone true, :restrained true, :stunned true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:telepathy-30-ft- true}}, :traits [{:description "As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5-to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.", :name "Illumination"} {:description "The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components: \nAt will: command, comprehend languages, detect thoughts \n1/day each: confusion, dominate monster ", :name "Innate Spellcasting (Psionics)"} {:description "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. ", :name "Swarm"} {:description "The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.", :name "Telepathic Shroud"} {:description "Melee Weapon Attack: +5 to hit, reach O ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.", :name "Bites", :type :action}]}, :grung-wildling {:key :grung-wildling, :int 10, :speed "25 ft., climb 25 ft. ", :name "Grung Wildling", :alignment "lawful evil", :cha 11, :hit-points {:die 6, :die-count 5, :modifier 10}, :type :humanoid, :size :small, :option-pack "Volo's Guide to Monsters", :armor-class 13, :skills {:athletics 2, :perception 4, :stealth 5, :survival 4}, :str 7, :saving-throws {:dex 5}, :challenge 1, :con 15, :dex 16, :wis 15, :props {:condition-immunity {:poisoned true}, :damage-immunity {:poison true}, :language {:grung true}}, :traits [{:description "The grung can breathe air and water. ", :name "Amphibious"} {:description "Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for l minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ", :name "Poisonous Skin"} {:description "The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells: \n1st level (4 slots): cure wounds, jump \n2nd level (3 slots): barkskin, spike growth \n3rd level (2 slots): plant growth ", :name "Spellcasting"} {:description "The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.", :name "Standing Leap"} {:description "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. ", :name "Dagger", :type :action} {:description "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. ", :name "Shortbow", :type :action}]}}, :orcpub.dnd.e5/races {:yuan-ti-pureblood {:key :yuan-ti-pureblood, :speed 30, :name "Yuan-Ti Pureblood", :darkvision 60, :spells [{:value {:key :poison-spray, :ability :orcpub.dnd.e5.character/cha}} {:value {:level 1, :key :animal-friendship, :ability :orcpub.dnd.e5.character/cha}} {:level 3, :value {:level 2, :key :suggestion, :ability :orcpub.dnd.e5.character/cha}}], :abilities {:orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Abyssal" "Draconic"}, :props {:damage-immunity {:poison true}}, :traits [{:name "Innate Spellcasting", :description "You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells."} {:name "Magic Resistance", :description "You have an advantage on saving throws against spells and other magical effects."} {:description "You are immune to poison damage and the poisoned condition.", :name "Poison Immunity"}]}, :bugbear {:key :bugbear, :speed 30, :name "Bugbear", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :props {:skill-prof {:stealth true}}, :traits [{:name "Long-Limbed", :description "When you make a melee attack on your turn, your reach for it is 5 feet greater than normal."} {:name "Powerful Build", :description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."} {:name "Surprise Attack", :description "If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat."} {:description "You are proficient in the Stealth skill.", :name "Sneaky"}]}, :orc {:key :orc, :speed 30, :name "Orc", :darkvision 60, :abilities {:orcpub.dnd.e5.character/int -2, :orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Orc"}, :props {:skill-prof {:intimidation true}}, :traits [{:name "Aggressive", :description "As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started."} {:name "Powerful Build", :description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."} {:description "You are trained in the Intimidation skill.", :name "Menacing"}]}, :tabaxi {:key :tabaxi, :speed 30, :name "Tabaxi", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}, :choose 1}}, :languages #{"Common"}, :props {:skill-prof {:perception true, :stealth true}}, :traits [{:name "Languages", :description "You can speak, read, and write Common and one other language of your choice."} {:name "Feline Agility", :description "Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns."} {:name "Cat's Claws", :description "Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."} {:description "You have proficiency in the Perception and Stealth skills.", :name "Cat's Talent"}]}, :kenku {:key :kenku, :speed 30, :name "Kenku", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :profs {:skill-options {:choose 2, :options {:stealth true, :sleight-of-hand true, :acrobatics true, :deception true}}}, :languages #{"Common" "Auran"}, :traits [{:name "Expert Forgery", :description "You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects."} {:name "Kenku Training", :description "You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand."} {:name "Mimicry", :description "You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check."} {:description "You can read and write Common and Auran, but you can speak only by using your Mimicry trait.", :name "Languages"}]}, :kobold {:key :kobold, :speed 30, :name "Kobold", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/str -2}, :size :small, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Draconic"}, :traits [{:name "Grovel, Cower, and Beg", :description "As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest."} {:name "Pack Tactics", :description "You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated."} {:name "Sunlight Sensitivity", :description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight."}]}, :hobgoblin {:key :hobgoblin, :speed 30, :name "Hobgoblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/int 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :profs {:weapon-proficiency-options {:choose 2, :options {:battleaxe true, :halberd true, :longsword true, :blowgun true, :war-pick true, :flail true, :greatsword true, :whip true, :rapier true, :net true, :warhammer true, :crossbow-heavy true, :glaive true, :greataxe true, :thunder-cannon false, :longbow true, :morningstar true, :trident true, :maul true, :pike true, :lance true, :shortsword true, :crossbow-hand true, :scimitar true}}}, :languages #{"Common" "Goblin"}, :props {:armor-prof {:light true}}, :traits [{:name "Martial Training", :description "Martial Training. You are proficient with two martial weapons of your choice and with light armor."} {:name "Saving Face", :description "Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest."}]}, :triton {:key :triton, :speed 30, :name "Triton", :spells [{:value {:level 1, :key :fog-cloud, :ability :orcpub.dnd.e5.character/cha}} {:level 3, :value {:level 2, :key :gust-of-wind, :ability :orcpub.dnd.e5.character/cha}} {:level 5, :value {:level 3, :key :wall-of-water, :ability :orcpub.dnd.e5.character/cha}}], :abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Primordial"}, :props {:swimming-speed 30, :damage-resistance {:cold true}}, :traits [{:name "Amphibious", :description "You can breathe air and water."} {:name "Control Air and Water", :description "A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells."} {:name "Emissary of the Sea", :description "Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return."} {:name "Guardians of the Depths", :description "Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment."}]}, :firbolg {:key :firbolg, :speed 30, :name "Firbolg", :spells [{:value {:level 1, :key :detect-magic, :ability :orcpub.dnd.e5.character/wis}} {:value {:level 1, :key :disguise-self, :ability :orcpub.dnd.e5.character/wis}}], :abilities {:orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Elvish" "Giant"}, :traits [{:name "Firbolg Magic", :description "You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves."} {:name "Hidden Step", :description "As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest."} {:name "Powerful Build", :description "When determining your carry, push, drag, or lift capacity, you count as one size larger."} {:name "Speech of Beast and Leaf", :description "You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them."}]}, :goblin {:key :goblin, :speed 30, :name "Goblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/con 1}, :size :small, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Goblin"}, :traits [{:name "Fury of the Small", :description "When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you finish this trait, you can't use it again until you finish a short or long rest."} {:name "Nimble Escape", :description "You can take the Disengage or Hide action as a bonus action on each of your turns."}]}, :goliath {:key :goliath, :speed 30, :name "Goliath", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Giant" "Common"}, :props {:skill-prof {:athletics true}}, :traits [{:name "Stone’s Endurance", :description "You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest."} {:name "Powerful Build", :description "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."} {:name "Mountain Born", :description "You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide."} {:description "You have proficiency in the Athletics skill.", :name "Natural Athlete"}]}, :lizardfolk {:key :lizardfolk, :speed 30, :name "Lizardfolk", :abilities {:orcpub.dnd.e5.character/con 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Volo's Guide to Monsters", :profs {:skill-options {:choose 2, :options {:animal-handling true, :nature true, :perception true, :stealth true, :survival true}}}, :languages #{"Common" "Draconic"}, :props {:swimming-speed 30, :lizardfolk-ac true}, :traits [{:name "Bite", :description "Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike."} {:name "Hold Breath", :description "You can hold your breath for 15 minutes."} {:name "Hunter's Lore", :description "You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival."} {:name "Hungry Jaws", :description "In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest."} {:description "As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or ld4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.", :name "Cunning Artisan"} {:description "You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.", :name "Natural Armor"}]}, :aasimar {:key :aasimar, :speed 30, :name "Aasimar", :darkvision 60, :spells [{:value {:ability :cha, :key :light}}], :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Volo's Guide to Monsters", :languages #{"Common" "Celestial"}, :props {:damage-resistance {:necrotic true, :radiant true}}, :traits [{:name "Light Bearer", :description "You know the light cantrip. Charisma is your spellcasting ability for it."} {:name "Healing Hands", :description "As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest."}]}}, :orcpub.dnd.e5/subraces {:scourge {:race :aasimar, :traits [{:name "Radiant Consumption", :description "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.\n\nYour transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.\n\nOnce you use this trait, you can't use it again until you finish a long rest."}], :option-pack "Volo's Guide to Monsters", :name "Scourge", :abilities {:orcpub.dnd.e5.character/con 1}, :props {:damage-resistance {:radiant true, :necrotic true}}, :key :scourge}, :protector {:race :aasimar, :traits [{:name "Radiant Soul", :description "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.\n\nYour transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.\n\nOnce you use this trait, you can't use it again until you finish a long rest."}], :option-pack "Volo's Guide to Monsters", :name "Protector", :abilities {:orcpub.dnd.e5.character/wis 1}, :props {:damage-resistance {:necrotic true, :radiant true}}, :key :protector}, :fallen {:race :aasimar, :traits [{:name "Necrotic Shroud", :description "Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.\n\nYour transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.\n\nOnce you use this trait, you can't use it again until you finish a long rest."}], :option-pack "Volo's Guide to Monsters", :name "Fallen", :abilities {:orcpub.dnd.e5.character/str 1}, :props {:damage-resistance {:necrotic true, :radiant true}}, :key :fallen}}}, "PHB Spells (LunaMoonbringer#2094)" {:orcpub.dnd.e5/spells {:armor-of-agathys {:description "A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.", :key :armor-of-agathys, :school "abjuration", :name "Armor of Agathys", :duration "1 hour", :level 1, :option-pack "PH Spells", :components {:material true, :material-component "a cup of water", :somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:warlock true}, :range "Self"}, :elemental-weapon {:description "A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.\nAt Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.", :key :elemental-weapon, :school "transmutation", :name "Elemental Weapon", :duration "Concentration, up to 1 hour", :level 3, :option-pack "PH Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Touch"}, :cordon-of-arrows {:description "You plant four pieces of non-magical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creature you choose, and the spell ignores them.\nAt higher levels: When you cast this spell using a spell slot of 3rd or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.", :key :cordon-of-arrows, :school "transmutation", :name "Cordon of Arrows", :duration "8 hours", :level 2, :option-pack "PH Spells", :components {:material true, :material-component "four or more arrows or bolts", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "5 feet"}, :crown-of-madness {:description "One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.", :key :crown-of-madness, :school "enchantment", :name "Crown of Madness", :duration "Concentration, up to 1 minute", :level 2, :option-pack "PH Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :compelled-duel {:description "You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.", :key :compelled-duel, :school "enchantment", :name "Compelled Duel", :duration "Concentration, up to 1 minute", :level 1, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "30 feet"}, :counterspell {:description "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.", :key :counterspell, :school "abjuration", :name "Counterspell", :duration "Instantaneous", :level 3, :option-pack "PH Spells", :components {:somatic true}, :casting-time "1 reaction", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :ray-of-sickness {:description "A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", :key :ray-of-sickness, :school "necromancy", :name "Ray of Sickness", :duration "Instantaneous", :level 1, :option-pack "PH Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "60 feet"}, :thorn-whip {:description "You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :thorn-whip, :school "transmutation", :name "Thorn Whip", :duration "Instantaneous", :level 0, :option-pack "PH Spells", :components {:material true, :material-component "the stem of a plant with thorns", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "30 feet"}, :crusaders-mantle {:description "Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.", :key :crusaders-mantle, :school "evocation", :name "Crusader's Mantle", :duration "Concentration, up to 1 minute", :level 3, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self"}, :blinding-smite {:description "The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.", :key :blinding-smite, :school "evocation", :name "Blinding Smite", :duration "Concentration, up to 1 minute", :level 3, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists {:paladin true}, :range "Self"}, :conjure-barrage {:description "You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.", :key :conjure-barrage, :school "conjuration", :name "Conjure Barrage", :duration "Instantaneous", :level 5, :option-pack "PH Spells", :components {:material true, :material-component "one piece of ammunition or a thrown weapon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "Self (60-foot cone)"}, :hail-of-thorns {:description "The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.\nAt Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).", :key :hail-of-thorns, :school "conjuration", :name "Hail of Thorns", :duration "Concentration, up to 1 minute", :level 1, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :branding-smite {:description "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.", :key :branding-smite, :school "evocation", :name "Branding Smite", :duration "Concentration, up to 1 minute", :level 2, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :searing-smite {:description "The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st. ", :key :searing-smite, :school "evocation", :name "Searing Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :tsunami {:description "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.", :key :tsunami, :school "conjuration", :name "Tsunami", :duration "Concentration up to 6 rounds", :level 8, :option-pack "PH Spells", :components {:somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:druid true}, :range "Sight"}, :witch-bolt {:description "A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.", :key :witch-bolt, :school "evocation", :name "Witch Bolt", :duration "Concentration, up to 1 minute", :level 1, :option-pack "PH Spells", :components {:material true, :material-component "a twig from a tree that has been struck by lightning", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :grasping-vine {:description "You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.", :key :grasping-vine, :school "conjuration", :name "Grasping Vine", :duration "Concentration, up to 1 minute", :level 4, :option-pack "PH Spells", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :ranger true}, :range "30 feet"}, :feign-death {:description "You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. ", :key :feign-death, :school "necromancy", :name "Feign Death", :duration "1 hour", :level 3, :option-pack "PH Spells", :components {:material true, :material-component "a pinch of graveyard dirt", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :wizard true}, :range "touch"}, :beast-sense {:description "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.", :key :beast-sense, :school "divination", :name "Beast Sense", :duration "Concentration, up to 1 hour", :level 2, :option-pack "PH Spells", :components {:somatic true}, :casting-time "1 Action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :ensnaring-strike {:description "The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.\nAt Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ", :key :ensnaring-strike, :school "conjuration", :name "Ensnaring Strike", :duration "Concentration, up to 1 minute", :level 1, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :thunderous-smite {:description "The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.", :key :thunderous-smite, :school "evocation", :name "Thunderous Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :arcane-gate {:description "You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.\n\nThe portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.\n\nAny creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.", :key :arcane-gate, :school "conjuration", :name "Arcane Gate", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "PH Spells", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "500 ft."}, :destructive-smite {:description "You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage,as well as 5d6 radiant or necrotic damage (your choice),and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.\n\nAlso called Destructive Wave.", :key :destructive-smite, :school "evocation", :name "Destructive Smite", :duration "Instantaneous", :level 5, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :wrathful-smite {:description "The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to end this spell.", :key :wrathful-smite, :school "evocation", :name "Wrathful Smite", :duration "Concentration, up to 1 minute", :level 1, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :aura-of-life {:description "Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.", :key :aura-of-life, :school "abjuration", :name "Aura of Life", :duration "Concentration up to 10 minutes", :level 4, :option-pack "PH Spells", :components {:material-component "", :verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :cloud-of-daggers {:description "You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.", :key :cloud-of-daggers, :school "conjuration", :name "Cloud of Daggers", :duration "Concentration, up to 1 minute", :level 2, :option-pack "PH Spells", :components {:material true, :material-component "a sliver of glass", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :swift-quiver {:description "You transmute your quiver so it produces an endless supply of non-magical ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of non-magical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.", :key :swift-quiver, :school "transmutation", :name "Swift Quiver", :duration "Concentration, up to 1 minute", :level 5, :option-pack "PH Spells", :components {:material true, :material-component "a quiver containing at least one piece of ammunition", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Touch"}, :hex {:description "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", :key :hex, :school "enchantment", :name "Hex", :duration "Concentration, up to 1 hour", :level 1, :option-pack "PH Spells", :components {:material true, :material-component "the petrified eye of a newt", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:warlock true}, :range "90 feet"}, :aura-of-purity {:description "Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.", :key :aura-of-purity, :school "abjuration", :name "Aura of Purity", :duration "Concentration up to 10 minutes", :level 4, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :friends {:description "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.", :key :friends, :school "enchantment", :name "Friends", :duration "Concentration, up to 1 minute", :level 0, :option-pack "PH Spells", :components {:material true, :material-component "a small amount of makeup applied to the face as this spell is cast", :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "self"}, :hunger-of-hadar {:description "You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.", :key :hunger-of-hadar, :school "conjuration", :name "Hunger of Hadar", :duration "Concentration, up to 1 minute", :level 3, :option-pack "PH Spells", :components {:material true, :material-component "a pickled octopus tentacle", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true}, :range "150 feet"}, :animal-friendship {:description "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.", :key :animal-friendship, :school "enchantment", :name "Animal Friendship", :duration "24 hours", :level 1, :option-pack "PH Spells", :components {:material true, :material-component "a morsel of food", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :ranger true}, :range "30 feet"}, :dissonant-whispers {:description "You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :dissonant-whispers, :school "enchantment", :name "Dissonant Whispers", :duration "Instantaneous", :level 1, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "60 feet"}, :telepathy {:description "You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.", :key :telepathy, :school "evocation", :name "Telepathy", :duration "24 hours", :level 8, :option-pack "PH Spells", :components {:material true, :material-component "a pair of linked silver rings", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Unlimited"}, :lightning-arrow {:description "The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.", :key :lightning-arrow, :school "transmutation", :name "Lightning Arrow", :duration "Concentration, up to 1 minute", :level 3, :option-pack "PH Spells", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :power-word-heal {:description "A wave of healing energy washes over a creature you touch. The target regains all of its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.", :key :power-word-heal, :school "evocation", :name "Power Word Heal", :duration "Instantaneous", :level 9, :option-pack "PH Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "Touch"}, :guardian-of-faith {:description "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", :key :guardian-of-faith, :school "conjuration", :name "Guardian of Faith", :duration "8 hours", :level 4, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:cleric true}, :range "30 feet"}, :blade-ward {:description "You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.", :key :blade-ward, :school "abjuration", :name "Blade Ward", :duration "1 round", :level 0, :option-pack "PH Spells", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :banishing-smite {:description "The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.", :key :banishing-smite, :school "abjuration", :name "Banishing Smite", :duration "Concentration, up to 1 minute", :level 5, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 Bonus Action", :spell-lists {:paladin true}, :range "Self"}, :aura-of-vitality {:description "Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.", :key :aura-of-vitality, :school "evocation", :name "Aura of Vitality", :duration "Concentration up to 1 minute", :level 3, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :circle-of-power {:description "Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.", :key :circle-of-power, :school "abjuration", :name "Circle of Power", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:paladin true}, :range "Self (30-foot radius)"}, :conjure-volley {:description "You fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon", :key :conjure-volley, :school "conjuration", :name "Conjure Volley", :duration "Instantaneous", :level 5, :option-pack "PH Spells", :components {:material true, :material-component "one piece of ammunition or one thrown weapon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:ranger true}, :range "150 feet"}, :hunters-mark {:description "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. ", :key :hunters-mark, :school "divination", :name "Hunter's Mark", :duration "Concentration, up to 1 hour", :level 1, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "90 feet"}, :compulsion {:description "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.", :key :compulsion, :school "enchantment", :name "Compulsion", :duration "Concentration, up to 1 minute", :level 4, :option-pack "PH Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true}, :range "30 feet"}, :goodberry {:description "Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ", :key :goodberry, :school "transmutation", :name "Goodberry", :duration "Instantaneous", :level 1, :option-pack "PH Spells", :components {:material true, :material-component "a sprig of mistletoe", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "Touch"}, :arms-of-hadar {:description "You invoke the power of Hadar, the Dark Hunger.\n\nTendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.\n\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :arms-of-hadar, :school "conjuration", :name "Arms of Hadar", :duration "Instantaneous", :level 1, :option-pack "PH Spells", :components {:somatic true, :verbal true}, :casting-time "1 Action", :spell-lists {:warlock true}, :range "Self (10-foot radius)"}, :staggering-smite {:description "The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.", :key :staggering-smite, :school "evocation", :name "Staggering Smite", :duration "Concentration, up to 1 minute", :level 4, :option-pack "PH Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:paladin true}, :range "Self"}, :chromatic-orb {:description "You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", :key :chromatic-orb, :school "evocation", :name "Chromatic Orb", :duration "Instantaneous", :level 1, :option-pack "PH Spells", :components {:material true, :material-component "a diamond worth at least 50gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :wizard true}, :range "90 feet"}}}, "UA - Ranger Revised - (NineArtsDragon#3773)" {:orcpub.dnd.e5/classes {:ranger-revised- {nil nil, :key :ranger-revised-, :level-modifiers [{:type :armor-prof, :value :light} {:type :armor-prof, :value :medium} {:type :armor-prof, :value :shields} {:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :martial}], :name "Ranger (Revised)", :subclass-level 3, :option-pack "UA Ranger Revised", :subclass-title "Hunter Conclave", :level-selections [{:level 2, :type :ranger-fighting-style} {:type :favored-enemy} {:level 6, :type :greater-favored-enemy}], :spellcasting {:ability :orcpub.dnd.e5.character/wis, :known-mode :schedule, :level-factor 2, :spell-list-kw :ranger, :spells-known {2 2, 3 1, 5 1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/dex true, :orcpub.dnd.e5.character/str true}, :skill-options {:choose 3, :options {:animal-handling true, :athletics true, :insight true, :investigation true, :nature true, :perception true, :stealth true, :survival true}}}, :hit-die 10, :traits [{:description "You ignore difficult terrain and have advantage on initiative rolls. During the first turn of combat, you have advantage on attack rolls against creatures that have not yet acted. \nWhen traveling for an hour or more: Difficult terrain doesn't slow your group, you can't be lost except by magical means, you remain alert to danger even when your engaging in another activity. While traveling alone, you can move stealthily at a normal pace. Forage double the food when foraging. You learn the exact numbers, sizes, and amount of time when tracking creatures.", :name "Natural Explorer"} {:description "--As an action, you can communicate simple ideas to beasts and learn if their affected by magic, any short-term needs, and actions you can take to persuade it. --Spend 1 min. to sense if any of your favored enemies are within 5 miles of you. This reveals their numbers, general direction and distance.", :name "Primeval Awareness"} {:description "When you hide on your turn and don't move, creature have a -10 penalty to their Perception checks until the start of the next turn, you fall prone, or are moved by some external effect. On your next turn, you can stay still to retain this benefit.", :level 10, :name "Hide in Plain Sight"} {:description "You can Hide as a bonus action, and can't be tracked by nonmagical means unless you want to be.", :level 14, :name "Vanish"} {:description "Not being able to see a creature doesn't impose disadvantage on your attacks. You know the location of any invisible creature within 30 ft if it isn't hiding from you and you can see and hear.", :level 18, :name "Feral Senses"} {:description "Add your Wisdom modifier to the attack roll or damage roll of an attack you make. (Once per turn)", :level 20, :name "Foe Slayer"}]}}, :orcpub.dnd.e5/selections {:animal-companion {:key :animal-companion, :name "Animal Companion", :option-pack "UA Ranger Revised", :options [{:description "Stats on pg 317 of the Monster Manual. They lose their multiattack feature. ", :name "Ape"} {:description "Stats on pg 318 of the Monster Manual. They lose their multiattack feature.", :name "Black Bear"} {:description "Stats on pg 319 of the Monster Manual.", :name "Boar"} {:description "Stats on pg 323 of the Monster Manual.", :name "Giant Badger"} {:description "Stats on pg 329 of the Monster Manual.", :name "Giant Weasel"} {:description "Stats on pg 333 of the Monster Manual.", :name "Mule"} {:description "Stats on pg 333 of the Monster Manual.", :name "Panther"} {:description "Stats on pg 341 of the Monster Manual.", :name "Wolf"} {:description "Typically, any beast that is medium or smaller, has 15 or fewer HP, and cannot deal more than 8 damage with a single attack can be your animal companion. Recommended CR is 1/4 or lower, but work with your DM to find an appropriate companion.", :name "Other"}]}, :defensive-tactics {:key :defensive-tactics, :name "Defensive Tactics", :option-pack "UA Ranger Revised", :options [{:description "Opportunity attacks against you are made with disadvantage.", :name "Escape the Horde"} {:description "When a creature hits you with an attack, you gain +4 AC against that creatures attacks for the rest of the turn.", :name "Multiattack Defense"} {:description "Advantage on saving throws against being frightened.", :name "Steel Will"}]}, :favored-enemy {:key :favored-enemy, :name "Favored Enemy", :option-pack "UA Ranger Revised", :options [{:description "+2 weapon damage against Beasts. Advantage on Survival checks to track them and Intelligence checks to recall information about them. You learn one language of your choice. At 6th level, the damage bonus increases to +4. ", :name "Favored Enemy: Beasts"} {:description "+2 weapon damage against Fey. Advantage on Survival checks to track them and Intelligence checks to recall information about them. You learn one language of your choice. At 6th level, the damage bonus increases to +4.", :name "Favored Enemy: Fey"} {:description "+2 weapon damage against Humanoids. Advantage on Survival checks to track them and Intelligence checks to recall information about them. You learn one language of your choice. At 6th level, the damage bonus increases to +4.", :name "Favored Enemy: Humanoids"} {:description "+2 weapon damage against Monstrosities. Advantage on Survival checks to track them and Intelligence checks to recall information about them. You learn one language of your choice. At 6th level, the damage bonus increases to +4.", :name "Favored Enemy: Monstrosities"} {:description "+2 weapon damage against Undead. Advantage on Survival checks to track them and Intelligence checks to recall information about them. You learn one language of your choice. At 6th level, the damage bonus increases to +4.", :name "Favored Enemy: Undead"}]}, :greater-favored-enemy {:key :greater-favored-enemy, :name "Greater Favored Enemy", :option-pack "UA Ranger Revised", :options [{:description "+4 advantage to damage rolls against Abberations, and advantage to track or recall information about them. You learn an additional language.", :name "Favored Enemy: Abberations"} {:description "+4 advantage to damage rolls against Celestials, and advantage to track or recall information about them. You learn an additional language.", :name "Favored Enemy: Celestials"} {:description "+4 advantage to damage rolls against Constructs, and advantage to track or recall information about them. You learn an additional language.", :name "Favored Enemy: Constructs"} {:description "+4 advantage to damage rolls against Dragons, and advantage to track or recall information about them. You learn an additional language.", :name "Favored Enemy: Dragons"} {:description "+4 advantage to damage rolls against Elementals, and advantage to track or recall information about them. You learn an additional language.", :name "Favored Enemy: Elementals"} {:description "+4 advantage to damage rolls against Fiends, and advantage to track or recall information about them. You learn an additional language.", :name "Favored Enemy: Fiends"} {:description "+4 advantage to damage rolls against Giants, and advantage to track or recall information about them. You learn an additional language.", :name "Favored Enemy: Giants"}]}, :hunters-prey {:key :hunters-prey, :name "Hunter's Prey", :option-pack "UA Ranger Revised", :options [{:description "Deal an extra 1d8 damage with an attack if the creature has less than its maximum HP (use once/turn).", :name "Colossus Slayer"} {:description "When a Large or larger creature within 5 ft attacks you, you can use your reaction to make one attack against that creature if you can see them.", :name "Giant Killer"} {:description "When you attack one creature, attack another creature within 5 feet of it with the same action (use once/turn).", :name "Horde Breaker"}]}, :multiattack {:key :multiattack, :name "Multiattack", :option-pack "UA Ranger Revised", :options [{:description "As an action, make separate ranged attacks against any number of creatures within 10ft of a point within your weapon's range. You must have ammunition for each target.", :name "Volley"} {:description "As an action, make separate melee attacks against each creature within 5ft of you.", :name "Whirlwind Attack"}]}, :ranger-fighting-style {:key :ranger-fighting-style, :name "Ranger Fighting Style", :option-pack "UA Ranger Revised", :options [{:description "+2 to attack rolls with ranged weapons", :name "Archery"} {:description "+1 AC while wearing armor", :name "Defense"} {:description "+2 to damage rolls when wielding a single weapon in one hand.", :name "Dueling"} {:description "When engaging in two-weapon fighting, you can add your ability modifier to the damage of the second attack.", :name "Two-Weapon Fighting"}]}, :superior-hunters-defense {:key :superior-hunters-defense, :name "Superior Hunter's Defense", :option-pack "UA Ranger Revised", :options [{:description "When you succeed on a DEX save to take half damage, you take none, if you fail, you take half.", :name "Evasion"} {:description "As a reaction, force a creature that misses you with a melee attack to repeat the same attack against another creature of your choice.", :name "Stand Against the Tide"} {:description "As a reaction, halve the damage from an attack that you can see.", :name "Uncanny Dodge"}]}}, :orcpub.dnd.e5/subclasses {:beast-conclave {:class :ranger-revised-, :key :beast-conclave, :level-modifiers [], :level-selections [{:level 3, :type :animal-companion}], :name "Beast Conclave", :option-pack "UA Ranger Revised", :traits [{:description "When you use the Attack action, if your companion can see you it can attack as a reaction. ", :level 5, :name "Coordinated Attack"} {:description "While your companion can see you, it has advantage on all saving throws.", :level 7, :name "Beast's Defense"} {:description "You companion can use its action to make melee attacks against all creatures within 5 ft.", :level 11, :name "Storm of Claws and Fangs"} {:description "As a reaction, your companion can halve the damage of an attack it can see.", :level 15, :name "Superior Beast's Defense"} {:description "Spend 8 hours and 50gp to summon an animal to serve as your companion. You can only have one animal companion at a time. If your companion is slain, you can spend 8 hours and 25gp to return them to life.", :level 3, :name "Animal Companion"} {:description "Your companion gains a variety of benefits while it is linked to you. These benefits are vast and alter the stats of your animal companion. To determine your companion's stats, see UA Ranger Revised (https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf).", :level 3, :name "Companion's Bond"}]}, :deep-stalker-conclave {:class :ranger-revised-, :key :deep-stalker-conclave, :level-modifiers [{:level 3, :type :spell, :value {:ability :wis, :key :disguise-self, :level 1}} {:level 5, :type :spell, :value {:ability :wis, :key :rope-trick, :level 2}} {:level 9, :type :spell, :value {:ability :wis, :key :glyph-of-warding, :level 3}} {:level 13, :type :spell, :value {:ability :wis, :key :greater-invisibility, :level 4}} {:level 17, :type :spell, :value {:ability :wis, :key :seeming, :level 5}} {:level 5, :type :num-attacks, :value 2}], :name "Deep Stalker Conclave", :option-pack "UA Ranger Revised", :traits [{:description "+10 movement bonus and one extra attack when you use the Attack action during your first turn of combat. Creatures with darkvision gain no benefit when attempting to detect you in dark or dim conditions, or when you can hide from a creature.", :level 3, :name "Underdark Scout"} {:description "You gain proficiency in Wisdom saving throws.", :level 7, :name "Iron Mind"} {:description "When you miss with an attack, you can make another (once per turn).", :level 11, :name "Stalker's Flurry"} {:description "When a creature attacks you without advantage, you can use your reaction to impose disadvantage. You can use this feature before or after the attack is made, but before the result is determined.", :level 15, :name "Stalker's Dodge"}]}, :hunter-conclave {:class :ranger-revised-, :key :hunter-conclave, :level-modifiers [{:level 5, :type :num-attacks, :value 2}], :level-selections [{:level 3, :type :hunters-prey} {:level 7, :type :defensive-tactics} {:level 11, :type :multiattack} {:level 15, :type :superior-hunters-defense}], :name "Hunter Conclave", :option-pack "UA Ranger Revised", :traits []}}}, "Plane Shift - Innistrad - (NineArtsDragon#3773)" {:orcpub.dnd.e5/backgrounds {:inquisitor {:equipment {:clothes-traveler-s 1, :holy-symbol 1}, :key :inquisitor, :name "Inquisitor", :option-pack "Plane Shift Innistrad", :profs {:skill {:investigation true, :religion true}, :tool {:thieves-tools true}, :tool-options {:artisans-tool 1}}, :traits [{:description "As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgment and even carry out sentencing. If you abuse this power, however, your superiors in the church might strip it from you.", :name "Legal Authority"}], :treasure {:gp 15}}}, :orcpub.dnd.e5/monsters {:creepy-doll {:description "Many of the evils that plague humanity on Innistrad arise from within humanity itself, and among the most terrible of these are creatures built by human hands. Some of these are animated by the magic of necro-alchemists or witches, but others are inhabited and given life by hostile spirits or other malign forces.\n", :key :creepy-doll, :int 12, :speed "40 ft.", :name "Creepy Doll", :alignment "lawful evil", :cha 10, :hit-points {:die 4, :die-count 6, :modifier 6}, :type :construct, :size :tiny, :option-pack "Plane Shift Innistrad", :armor-class 12, :skills {:stealth 4}, :str 6, :challenge 2, :con 13, :dex 14, :wis 11, :props {:condition-immunity {:charmed true, :frightened true, :paralyzed true, :poisoned true, :unconscious true}, :damage-immunity {:poison true}, :damage-resistance {:bludgeoning true, :piercing true, :slashing true}}, :traits [{:description "While the creepy doll remains motionless, it is indistinguishable from an ordinary, inanimate doll.", :name "False Appearance"} {:description "The creepy doll makes one attack with its scissors and uses Psychic Assault.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.", :name "Scissors", :type :action} {:description "The creepy doll targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw or take 11 (2d10) psychic damage. Also on a failure, roll 3d6. If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence, as from the greater restoration spell or similar magic.", :name "Psychic Assault", :type :action} {:description "The creepy doll initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the creepy doll’s spirit inhabits the target’s body while the target’s spirit is placed into the creepy doll’s body. The creepy doll controls the target’s body completely. It retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The target retains its alignment, Intelligence, Wisdom, and Charisma while inhabiting the creepy doll’s body. The body exchange lasts until the doll’s spirit is forced out by magic. (The dispel evil and good spell will accomplish this, though the doll is not one of the creature types whose possession that spell normally ends.) The body and the doll must be within 5 feet of each other for such an effect to work. The target is immune to this doll’s Body Exchange for 24 hours after winning the Intelligence contest or after the\nexchange ends.", :name "Body Exchange", :type :action}]}, :geist {:description "Innistrad is filled with the ghosts of the human dead. These spirits, called geists, take many forms. Some are protective ancestors, some are simply lost between life and death, and others are vengeful creatures bent on resolving conflicts they couldn’t in life. While Avacyn stood as guardian over Innistrad, she and the angels of Flight Alabaster ushered the spirits of the departed into the Æther, where they rejoined the essence of the plane. In her absence—and now her madness—many spirits cling to the world of the living, unable or unwilling to find their way to the Blessed Sleep.", :key :geist, :int 10, :speed "0 ft., fly 40 ft.", :name "Geist", :alignment "any alignment", :cha 17, :hit-points {:die 8, :die-count 10}, :type :undead, :size :medium, :option-pack "Plane Shift Innistrad", :armor-class 11, :str 7, :challenge 4, :con 10, :dex 13, :wis 12, :props {:condition-immunity {:charmed true, :frightened true, :grappled true, :paralyzed true, :petrified true, :poisoned true, :prone true, :restrained true}, :damage-immunity {:cold true, :necrotic true, :poison true}, :damage-resistance {:acid true, :bludgeoning true, :lightning true, :piercing true, :slashing true, :thunder true}, :language {:common false}}, :traits [{:description "darkvision 60 ft.; passive Perception 11", :name "Senses"} {:description "The geist can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.", :name "Ethereal Sight"} {:description "The geist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.", :name "Incorporeal Movement"} {:description "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.", :name "Withering Touch", :type :action} {:description "The geist enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.", :name "Etherealness", :type :action} {:description "One creature that the geist can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the geist; the geist then disappears, and the target is incapacitated and loses control of its body. The geist now controls the body but doesn’t deprive the target of awareness. The geist can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the geist ends it as a bonus action, or the geist is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the geist reappears in an unoccupied space within 5 feet of the body. The target is immune to this geist’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. The geist can instead target the corpse of a creature, effectively using its own life force to animate the corpse as a zombie. The animated corpse uses zombie statistics and returns to death if the geist ends the possession.", :name "Possession (Recharge 6)", :type :action}]}, :vampire-neonate {:description "Innistrad’s ancient history speaks of a human alchemist and healer named Edgar Markov, who sought to preserve his own life and the lives of his family. As old age began to claim him, he despaired of finding an alchemical solution and turned to black magic. Not long after,\nthe demon Shilgengar appeared to Markov and revealed a means by which he could achieve immortality: a dark ritual that involved drinking an angel’s blood. The vampires of Innistrad are all descended from twelve ancient sires—the congregation that participated in Markov’s blasphemous ritual. Of these twelve bloodlines, four constitute the vast majority of Innistrad’s vampires: Markov, Voldaren, Falkenrath, and Stromkirk.", :key :vampire-neonate, :int 11, :speed "30 ft.", :name "Vampire Neonate", :alignment "neutral evil", :cha 12, :hit-points {:die 8, :die-count 11, :modifier 33}, :type :undead, :size :medium, :option-pack "Plane Shift Innistrad", :armor-class 15, :skills {:perception 3, :stealth 6}, :str 16, :saving-throws {:con nil, :dex 6, :wis 3}, :challenge 5, :con 16, :dex 16, :wis 10, :props {:damage-resistance {:bludgeoning true, :necrotic true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "Darkvision 60 ft., passive Perception 13", :name "Senses"} {:description "The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.", :name "Regeneration"} {:description "The vampire makes two attacks, only one of which can be a bite attack.", :name "Multiattack", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).", :name "Claws", :type :action} {:description "Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", :name "Bite", :type :action} {:description "The vampire obscures its form with mind-affecting magic that makes others perceive it as a beautiful human of the same size and shape. The illusion ends if the vampire takes a bonus action to end it or if the vampire dies. A creature that can see the vampire can take an action to visually inspect it, ending the mental effect on itself and seeing the vampire’s true form with a successful DC 20 Wisdom (Perception) check.", :name "Vampiric Glamer", :type :action} {:description "The vampire shrouds itself in a cloak of silence to a radius of 5 feet. Within that radius, the effect is the same as the silence spell.", :name "Aura of Silence", :type :action} {:description "Weapons cut from living wood deal full damage to vampires. A vampire can’t cross running water that shows the reflection of the moon, and water blessed by Avacyn (holy water)\nburns vampire flesh like acid. A vampire’s reflection in silver (including a silver-backed glass mirror) appears as the vampire would have looked without the vampiric condition—neither its true appearance nor its glamer, but a normal human, flaws and all. ", :name "Vampire Vulnerabilities"}]}, :werewolf-krallenhorde- {:key :werewolf-krallenhorde-, :int 10, :speed "30 ft. (40 ft. in canid form)", :name "Werewolf (Krallenhorde)", :alignment "chaotic evil", :cha 10, :hit-points {:die 8, :die-count 9, :modifier 18}, :type :humanoid, :size :medium, :option-pack "Plane Shift Innistrad", :armor-class 12, :skills {:perception 4, :stealth 3}, :str 15, :challenge 3, :con 14, :dex 13, :wis 11, :props {:damage-resistance {:bludgeoning true, :piercing true, :slashing true}, :language {:common true}}, :traits [{:description "The werewolf polymorphs into a wolf-humanoid canid form, or back into its true human form. This change is dictated by the moon, but can also be induced by trauma or strong emotion. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.", :name "Shapechanger"} {:description "passive Perception 14", :name "Senses"} {:description "The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.\n", :name "Keen Hearing and Smell"} {:description "The werewolf makes two attacks: one with its bite and one with its claws or spear.", :name "Multiattack (Canid Form Only)", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.", :name "Bite (Canid Form Only)", :type :action} {:description "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.", :name "Claws (Canid Form Only)."} {:description "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.", :name "Spear (Canid Form Only)"}]}}, :orcpub.dnd.e5/races {:human-innistrad- {:key :human-innistrad-, :languages #{"Common"}, :name "Human (Innistrad)", :option-pack "Plane Shift Innistrad", :props {:damage-resistance {:thunder false}}, :size :medium, :speed 30, :traits []}}, :orcpub.dnd.e5/subraces {:gavony {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/int 1, :orcpub.dnd.e5.character/str 1, :orcpub.dnd.e5.character/wis 1}, :key :gavony, :name "Gavony", :option-pack "Plane Shift Innistrad", :race :human-innistrad-, :traits []}, :kessig {:abilities {:orcpub.dnd.e5.character/dex 1, :orcpub.dnd.e5.character/wis 1}, :key :kessig, :name "Kessig", :option-pack "Plane Shift Innistrad", :props {:skill-prof {:survival true}}, :race :human-innistrad-, :speed 40, :traits [{:description "When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.", :name "Sure-Footed"} {:description "When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.", :name "Spring Attack"}]}, :nephalia {:abilities {:orcpub.dnd.e5.character/cha 1, :orcpub.dnd.e5.character/int 1}, :key :nephalia, :name "Nephalia", :option-pack "Plane Shift Innistrad", :profs {:skill-options {:choose 4}}, :race :human-innistrad-, :traits [{:description "You can gain proficiency with 4 tools of your choice instead of skills.", :name "Breadth of Knowledge"}]}, :stensia {:abilities {:orcpub.dnd.e5.character/con 1, :orcpub.dnd.e5.character/str 1}, :key :stensia, :name "Stensia", :option-pack "Plane Shift Innistrad", :props {:max-hp-bonus 2, :skill-prof {:intimidation true}}, :race :human-innistrad-, :traits []}}}, "Dungeon Masters Guide _#40_arandomstringofnum#2919_#41_" {:orcpub.dnd.e5/subraces {:eladrin {:race :elf, :traits [{:name "Fey Step", :description "Once per short or long rest you can cast Misty Step."}], :option-pack "Dungeon Master's Guide", :name "Eladrin", :abilities {:orcpub.dnd.e5.character/int 1}, :props {:weapon-prof {:longsword true, :shortsword true, :shortbow true, :longbow true}}, :key :eladrin, :spells [{:value {:level 2, :key :misty-step, :ability :int}}]}}}, "DMSG - TDCG - College of the Maestro - (NineArtsDragon#3773)" {:orcpub.dnd.e5/selections {:conducting-techniques {:key :conducting-techniques, :name "Conducting Techniques", :option-pack "College of the Maestro", :options [{:description "As an action, you expend and roll a Bardic Inspiration die. For the next 10 min, any creatures of your choice within 60 ft cannot be surprised, and gain a bonus on saving throws against traps and environmental hazards equal to your BI die.", :name "Aria of Suspense (Ansia)"} {:description "When a creature other than yourself within 60 ft of you hits with an attack, you can use your reaction to expend and roll a Bardic Inspiration die. The target of the attack must make a Strength save against your spell DC or take thunder damage = half the number rolled and be knocked prone.", :name "Crash (Marcato)"} {:description "When an ally brings a creature within 60 ft to 0 HP, you can use your reaction to expend and roll a Bardic Inspiration die. Select a number of creatures within 15 ft of the triggering ally = half the number rolled (minimum 1). Each target must make a Wisdom save against your spell DC or become frightened of that ally until the end of that ally's next turn. After the effect ends or they succeed their save, targeted creatures are immune to Dirge of Dread for 24 hours.", :name "Dirge of Dread (Finale)"} {:description "When a creature within 60 ft is forced to make a save, you can use your reaction to expend a Bardic Inspiration die. You reduce their saving throw by half the number rolled. You can use this feature after the creature makes its save roll, but before the DM determines the result.", :name "Dissonance (Discordia)"} {:description "As a bonus action, you expend and roll a Bardic Inspiration die and select a creature other than yourself within 60 ft. The target must succeed a Wisdom save against your spell DC or take psychic damage = half the number rolled and be pushed 10 ft in a direction of your choice. A target can choose to fail the save.", :name "Guiding Tone (Fermata)"} {:description "As a bonus action, choose a creature other than yourself within 60 ft. Expend and roll a Bardic Inspiration die, adding the number rolled to the creature's initiative and moving them up the initiative order accordingly. If this would push them higher than you, they immediately take their turn after you this round. A creature cannot be affected by Hasten Tempo again until they've finished a short or long rest.", :name "Hasten Tempo (Accelerando)"} {:description "When a creature that has a Bardic Inspiration die from you regains any HP, they can expend and roll their BI die to regain additional HP equal to the roll.", :name "Hymn of Harmony (Armonia)"} {:description "As an action you expend and roll a Bardic Inspiration die, and all other creatures you choose within 60 ft gain temporary HP = the roll + your Charisma modifier. These temporary HP last until the end of your next turn.", :name "Majestic Anthem (Maestoso)"} {:description "As a bonus action, you expend and roll a Bardic Inspiration die, choosing one weapon within 60 ft of you. Until the end of your next turn, all attacks with that weapon deal additional thunder damage = half the number rolled.", :name "Resonance (Risonanza)"} {:description "A creature with one of your Bardic Inspiration die can expend and roll the die to increase their speed for that turn. A roll of 1-4 increases their speed by 10 ft, 5-8 by 15 ft, and 9-12 by 20 ft.", :name "Sprint (Presto)"}]}}, :orcpub.dnd.e5/subclasses {:college-of-the-maestro {:class :bard, :key :college-of-the-maestro, :level-modifiers [], :level-selections [{:level 3, :num 2, :type :conducting-techniques} {:level 6, :type :conducting-techniques} {:level 14, :type :conducting-techniques}], :name "College of the Maestro", :option-pack "College of the Maestro", :traits [{:description "You gain 1 extra use of Bardic Inspiration. You gain additional uses at 6th and 14th level.", :level 3, :name "Battle Muse"} {:description "You learn Conducting Techniques. All techniques require at least one free hand, baton, or wand to use. You must be able to see the target(s), and they must be able to hear you, for the technique to work.", :level 3, :name "Symphony of Conflict"} {:description "As an action, you can expend any number of Bardic Inspiration uses. For each use, another creature within 60 ft gets an Inspiration die. A creature can only have one Inspiration die at a time. You can use this feature 1/long rest.", :level 6, :name "Frenetic Crescendo"} {:description "As an action you begin conducting a captivating symphony. For up to 10 minutes, any number of creatures you choose within 60ft who can hear you have disadvantage on saves against being charmed or magical sleep, disadvantage on Perception checks against targets other than you. In combat, you can spend an action each turn to continue the performance or the effect ends. You can use this feature once per rest.", :level 14, :name "Virtuoso of Captivation"}]}}}, "KP - Deep Magic - Illumination Magic - (NineArtsDragon#3773)" {:orcpub.dnd.e5/feats {:star-and-shadow-reader {:ability-increases #{}, :prereqs #{:spellcasting}, :name "Star and Shadow Reader", :option-pack "Illumination Magic", :description "By tracking the movements of the heavens, you gain the following benefits.\n• When you gain this feat, choose either radiant or necrotic damage. Spells you cast ignore resistance (but not vulnerability) to the type of damage you chose.\n• You can cast augury once between each of your long rests without expending a spell slot. \n• You gain darkvision to a distance of 15 feet. If you already have darkvision, increase its range by 15 feet.", :key :star-and-shadow-reader}}, :orcpub.dnd.e5/spells {:shadow-hands-illumination- {:description "A freezing blast of shadow explodes out from you in a 15-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened; a successful Wisdom saving throw halves the damage and negates the fright. \nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st.", :key :shadow-hands-illumination-, :school "evocation", :name "Shadow Hands (Illumination)", :duration "Instantaneous", :level 1, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (15-foot cone)"}, :silhouette-illumination- {:description "You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic types—a rabbit, a dwarf—but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.", :key :silhouette-illumination-, :school "illusion", :name "Silhouette (Illumination)", :duration "Concentration, up to 1 minute", :level 0, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :shield-of-star-and-shadow-illumination- {:description "You wrap yourself in a protective shroud of the night sky made from swirling shadows punctuated with twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (choose when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.", :key :shield-of-star-and-shadow-illumination-, :school "abjuration", :name "Shield of Star and Shadow (Illumination)", :duration "10 minutes", :level 3, :option-pack "Illumination Magic", :components {:material-component "a star chart", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :starfall-illumination- {:description "You cause bolts of shimmering starlight to fall from the heavens, striking five targets within 60 feet of you and in your sight. Each bolt strikes one creature, doing 8d6 radiant damage, knocking the target prone, and blinding it. A successful Dexterity saving reduces damage to half and prevents blindness and being knocked prone. If there are fewer than five targets, excess bolts strike the ground harmlessly.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional bolt for each slot level above 5th.", :key :starfall-illumination-, :school "evocation", :name "Starfall (Illumination)", :duration "Instantaneous", :level 5, :option-pack "Illumination Magic", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :orb-of-light-illumination- {:description "An orb of pure light the size of your hand shoots from your fingertips toward the target, which takes 3d8 radiant damage and is blinded for 1 round. A successful Dexterity saving throw halves the damage and prevents the blindness. \nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the attack increases by 1d8 for each slot level above 2nd.", :key :orb-of-light-illumination-, :school "evocation", :name "Orb of Light (Illumination)", :duration "1 round", :level 2, :option-pack "Illumination Magic", :components {:material-component "", :verbal true, :somatic true}, :attack-roll? false, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin true, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :compelling-fate-illumination- {:description "You view the actions of a single creature you can see through the influences of the stars, and you read what is written there. If the target creature fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects:\n• You have advantage on attack rolls against the creature.\n• For every 5 feet the creature moves, you can move 5 feet (up to your normal movement) on the creature’s turn when it has completed its movement. This is deducted from your next turn’s movement.\n• As a reaction, you can warn yourself and allies that can hear you of the target’s offensive intentions; any creature targeted by the target’s next attack gains a +2 bonus to AC or on its saving throw against that attack.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.", :key :compelling-fate-illumination-, :school "divination", :name "Compelling Fate (Illumination)", :duration "1 round", :level 3, :option-pack "Illumination Magic", :components {:verbal true, :somatic false, :material true, :material-component "a sprinkling of silver dust worth 200 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :guiding-star-illumination- {:description "By observing the stars or the position of the sun, you are able to determine the cardinal directions, and the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain ahead.", :key :guiding-star-illumination-, :school "divination", :name "Guiding Star (Illumination)", :duration "8 hours", :level 1, :option-pack "Illumination Magic", :components {:verbal true, :somatic true}, :ritual true, :casting-time "10 minutes", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self"}, :shadow-trove-illumination- {:description "You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal “peels off ” the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter through the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends are lost forever. You can designate a number of creatures up to your Intelligence modifier who have access to the shadow trove; only you and those creatures can move objects through the portal.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.", :key :shadow-trove-illumination-, :school "transmutation", :name "Shadow Trove (Illumination)", :duration "1 hour", :level 3, :option-pack "Illumination Magic", :components {:material-component "ink made from the blood of a raven", :verbal true, :somatic true, :material true}, :ritual true, :casting-time "1 minute", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "5 feet"}, :flickering-fate-illumination- {:description "You or a target that you touch can see the flickering shadows of fate a few seconds into the future. When the spell is cast, all other creatures within range make Wisdom saving throws. Those that fail must declare, in initiative order, what their next action will be. The subject of the spell declares his or her action last, after hearing what all other creatures will do. Creatures that declared an action must follow their declarations as closely as possible when their turn comes. For the duration of the spell, its recipient has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their action have disadvantage on attacks against the target.", :key :flickering-fate-illumination-, :school "divination", :name "Flickering Fate (Illumination)", :duration "1 round", :level 4, :option-pack "Illumination Magic", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Touch"}, :stars-heart-illumination- {:description "This spell increases gravity tenfold within a 50-foot radius of you. All creatures in the area other than you drop whatever they’re holding in their hands, fall prone, become incapacitated, and can’t move. If some solid object (such as the ground) is encountered when flying or levitating creatures fall, they take triple the normal falling damage. Any creature besides you that enters or starts its turn in the area must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. Failure means the creature takes 8d6 bludgeoning damage; success means the creature takes 4d6 bludgeoning damage but it’s no longer incapacitated and it can move at half-speed. All ranged weapon attacks inside the area of effect have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles with mass, such as a flaming sphere. Creatures under the influence of a freedom of movement spell or comparable magic have advantage on the Strength saving throws required by this spell, and their speed isn’t reduced once they recover from incapacitation.", :key :stars-heart-illumination-, :school "transmutation", :name "Star's Heart (Illumination)", :duration "1 minute", :level 9, :option-pack "Illumination Magic", :components {:material-component "an ioun stone", :verbal true, :somatic true, :material true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "50 feet"}, :black-hand-illumination- {:description "You gather the powers of darkness into your fist and fling paralyzing, dark flame at a target within 30 feet. With a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage and you have advantage on attacks, ability checks, and saving throws made with Strength, Dexterity, and Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect with a success.", :key :black-hand-illumination-, :school "necromancy", :name "Black Hand (Illumination)", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Illumination Magic", :components {:verbal true, :somatic true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :last-rays-of-the-dying-suns-illumination- {:description "A burst of searing heat explodes from you, doing 6d6 fire damage to all enemies within 40 feet of you. Immediately afterward, a wave of frigid cold rolls across the same area, doing 6d6 cold damage to enemies. A successful Dexterity saving throw halves all the damage.\nAt Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increase by 1d6 for each slot level above 7th.", :key :last-rays-of-the-dying-suns-illumination-, :school "evocation", :name "Last Rays of the Dying Suns (Illumination)", :duration "Instantaneous", :level 7, :option-pack "Illumination Magic", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "40 feet"}, :shadow-blindness-illumination- {:description "You make a melee spell attack; if it hits, the target’s innate darkvision is negated for 1 round. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses. When this spell ends, the creature’s natural darkvision returns.", :key :shadow-blindness-illumination-, :school "illusion", :name "Shadow Blindness (Illumination)", :duration "1 round", :level 0, :option-pack "Illumination Magic", :components {:verbal true, :somatic true}, :attack-roll? true, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin true, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :cloak-of-shadow-illumination- {:description "You draw upon the endless night to cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.", :key :cloak-of-shadow-illumination-, :school "illusion", :name "Cloak of Shadow (Illumination)", :duration "Concentration, up to 1 minute", :level 1, :option-pack "Illumination Magic", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :icy-grasp-of-the-ether-illumination- {:description "You summon the cold, inky darkness of Stygian space into being around a creature that you can see. The target takes 10d10 cold damage and is restrained; a successful Constitution saving throw halves the damage and prevents restraint. A restrained creature gains one level of exhaustion at the start of its turn from frigid cold and lack of air. Creatures immune to cold and that do not breathe gain no exhaustion. A restrained creature repeats the saving throw at the end of its turn, breaking free from the darkness and ending the spell with a success.", :key :icy-grasp-of-the-ether-illumination-, :school "evocation", :name "Icy Grasp of the Ether (Illumination)", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "120 feet"}, :shadow-bite-illumination- {:description "You create a momentary needle of cold, sharp pain in a target creature. The target must make a successful Constitution saving throw or take 1d6 necrotic damage and have its speed halved until the start of your next turn.\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :shadow-bite-illumination-, :school "illusion", :name "Shadow Bite (Illumination)", :duration "Instantaneous", :level 0, :option-pack "Illumination Magic", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :starry-vision-illumination- {:description "As compelling fate except as noted above (starry vision can be cast as a reaction, has twice the range of compelling fate, and lasts up to a minute). At the end of each of its turns, the target repeats the Charisma saving throw. On a success, the spell ends. \nAt Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the bonus to AC increases by 1 for each slot level above 7th.", :key :starry-vision-illumination-, :school "divination", :name "Starry Vision (Illumination)", :duration "Concentration, up to 1 minute", :level 7, :option-pack "Illumination Magic", :components {:material-component "a sprinkling of gold dust worth 400 gp", :verbal true, :material true}, :casting-time "1 reaction", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "100 feet"}, :summon-star-illumination- {:description "You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within 90 feet and takes the form of a glowing humanoid with long, white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed by the star repeats the Wisdom saving throw at the end of its turn. If successful, that creature is no longer charmed and is immune to the effect from this star. In all other ways, the star is equivalent to a deva. It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.", :key :summon-star-illumination-, :school "conjuration", :name "Summon Star (Illumination)", :duration "Concentration. up to 1 minute", :level 8, :option-pack "Illumination Magic", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "90 feet"}, :slither-illumination- {:description "You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell’s duration. While in this form you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to all damage except force, psychic, or radiant. You can dismiss this spell early by using an action to do so. If you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space big enough to hold you within 50 feet. If the distance is greater than 50 feet, you take 1d6 extra force damage for every additional 10 feet traveled.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional willing creature that you can touch for each slot level above 2nd.", :key :slither-illumination-, :school "transmutation", :name "Slither (Illumination)", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Illumination Magic", :components {:verbal true, :material true, :material-component "ashes from a wooden statue of you, made into ink and used to draw your portrait, worth 50 gp"}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :starburst-illumination- {:description "You cause a mote of starlight to appear at a point you can see within 60 feet. The mote explodes a moment later, doing 1d8 radiant damage to any creature in the mote’s 5-foot space. A successful Charisma saving throw negates the damage.\nThis spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", :key :starburst-illumination-, :school "evocation", :name "Starburst (Illumination)", :duration "Instantaneous", :level 0, :option-pack "Illumination Magic", :components {:verbal true, :somatic true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "60 feet"}, :black-well-illumination- {:description "You summon a seething sphere of dark energy 5 feet\nin diameter. The sphere pulls creatures toward it\nand devours the life force of those it envelops. Every\ncreature other than you that starts its turn within 90\nfeet of the black well must make a successful Strength\nsaving throw or be pulled 50 feet toward the well.\nA creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful Constitution saving throw halves the damage and reduces the stun to incapacitation. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is stunned on a failure or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions that turn. Creatures take damage only upon entering the well—they take no additional damage for remaining in it—but if they leave the well and are pulled back in again, they take damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well’s upper‑dimensional space at one time. When the well’s duration ends, all creatures inside it tumble out in a heap, landing prone.\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage done by the well increases by 1d8 and the well pulls creatures an additional 5 feet for each slot level above 6th.", :key :black-well-illumination-, :school "necromancy", :name "Black Well (Illumination)", :duration "Concentration, up to 1 minute", :level 6, :option-pack "Illumination Magic", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "300 feet"}}, :orcpub.dnd.e5/subclasses {:school-of-illumination {:class :wizard, :traits [{:level 2, :name "Illumination Savant", :description "The gold and time needed to copy Illumination spells into your spellbook is halved."} {:level 2, :name "Omen of Warning", :description "When they're visible, you can spend 1 hour studying the stars. For 24 hours or until your next long rest, you gain advantage on two initiative checks of your choice. Instead of using this benefit yourself, you can give one creature you can see advantage on their initiative check. You must use this feature before you roll the die for initiative."} {:level 6, :name "Master of the Endless Night", :description "The spell attack modifier and spell save DC for cantrips increases by 1 in dim light and darkness."} {:level 10, :name "Illusions of Permanence", :description "Illusion spells you cast that require concentration last for 1 round after you lose/drop concentration, unless the spell has reached its maximum duration."} {:level 14, :name "Comprehension of the Starry Sky", :description "During a long rest, you can consult the stars and receive some magical insight, which you store in an item. As a bonus action when the item is in your hand, you can invoke one of the following effects: • Comet: Comets are the harbingers of change and\ninstability. You can change your appearance as if\nyou’d cast an alter self spell, but the efect doesn’t\nrequire concentration and lasts until you take a\nlong rest.\n\n• Conjunction: You can give one creature you can see disadvantage on a saving throw against one enchantment or illusion spell cast by you.\n\n• Eclipse: When you cast a spell of 5th level or lower that causes necrotic damage, you can reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.\n\n• Nova: You can treat one divination spell you cast as though you had used a spell slot one level higher than the slot actually used.\n\n(Once/day)\n\n"}], :level-modifiers [], :option-pack "Illumination Magic", :name "School of Illumination", :key :school-of-illumination}}}, "UA - Warlock+Wizard" {:orcpub.dnd.e5/invocations {:seekers-speech {:description "Prerequisite: The Seeker patron\nYour quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.", :key :seekers-speech, :name "Seeker's Speech", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :sea-twins-gift {:description "Prerequisite: The Archfey patron \nThe Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest", :key :sea-twins-gift, :name "Sea Twin's Gift", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :superior-pact-weapon {:description "Prerequisite: 9th level, Pact of the Blade \nfeature Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.", :key :superior-pact-weapon, :name "Superior Pact Weapon", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :curse-bringer {:description "Prerequisite: The Hexblade patron, Pact of the Blade feature\nYou can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.", :key :curse-bringer, :name "Curse\tBringer", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :path-of-the-seeker {:description "Path of the Seeker Prerequisite: The Seeker patron \nThe Seeker bids you to travel in search of knowledge, and little can prevent you from walking this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.", :key :path-of-the-seeker, :name "Path of The Seeker", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :cloak-of-baalzebul {:description "Prerequisite: The Fiend patron\nAs a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.", :key :cloak-of-baalzebul, :name "Cloak of Baalzebul", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :gaze-of-khirad {:description "Prerequisite: 7th level, the Great Old One patron \nYou gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.\n", :key :gaze-of-khirad, :name "Gaze of Khirad", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :kiss-of-mephistopheles {:description "Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip\nYou can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.", :key :kiss-of-mephistopheles, :name "Kiss of Mephistopheles", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :relentless-hex {:description "Prerequisite: 5th level, the Hexblade patron \nYour Hexblade’s Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade’s Curse. To do so, you must be able to see the target and must be within 30 feet of it.", :key :relentless-hex, :name "Relentless Hex", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :burning-hex {:description "Prerequisite: The Hexblade patron \nAs a bonus action, you cause a target cursed by your Hexblade’s Curse to take fire damage equal to your Charisma modifier (minimum of 1).", :key :burning-hex, :name "Burning Hex", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :grasp-of-hadar {:description "Prerequisite: The Great Old One patron, eldritch blast cantrip \nOnce during your turn when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.", :key :grasp-of-hadar, :name "Grasp of Hadar", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :frost-lance {:description "Prerequisite: The Archfey patron, eldritch blast cantrip \nYou draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.", :key :frost-lance, :name "Frost Lance", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :raven-queens-blessing {:description "Prerequisite: Raven Queen patron, eldritch blast cantrip \nWhen you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).", :key :raven-queens-blessing, :name "Raven Queen's Blessing", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :aspect-of-the-moon {:description "Prerequisite: The Archfey patron\nYou have gained the Maiden of the Moon’s favor. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.", :key :aspect-of-the-moon, :name "Aspect Of the Moon", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :chilling-hex {:description "Prerequisite: The Hexblade patron\nAs a bonus action, you cause frost to swirl around a target cursed by your Hexblade’s Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).", :key :chilling-hex, :name "Chilling Hex", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :green-lords-gift {:description "Prerequisite: The Archfey patron \nThe Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.", :key :green-lords-gift, :name "Green Lord's Gift", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :improved-pact-weapon {:description "Prerequisite: 5th level, Pact of the Blade feature \nAny weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.", :key :improved-pact-weapon, :name "Improved Pact Weapon", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :moon-bow {:description "Prerequisite: The Archfey patron, Pact of the Blade feature \nYou can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.", :key :moon-bow, :name "Moon Bow", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :ultimate-pact-weapon {:description "Prerequisite: 15th level, Pact of the Blade feature \nAny weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.", :key :ultimate-pact-weapon, :name "Ultimate Pact Weapon", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :caiphon-s-beacon {:description "Prerequisite: The Great Old One patron\nThe purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.", :key :caiphon-s-beacon, :name "Caiphon’s Beacon", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :mace-of-dispater {:description "Prerequisite: The Fiend patron, Pact of the Blade feature \nWhen you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.", :key :mace-of-dispater, :name "Mace of Dispater", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :chronicle-of-the-raven-queen {:description "Prerequisite: Raven Queen patron, Pact of the Tome feature\nYou can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.", :key :chronicle-of-the-raven-queen, :name "Chronicle of the Raven Queen", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :shroud-of-ulban {:description "Prerequisite: 18th level, the Great Old One patron \nThe blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.", :key :shroud-of-ulban, :name "Shroud of Ulban", :option-pack "Unearthed Arcana: Warlock & Wizard"}, :tomb-of-levistus {:description "Prerequisite: The Fiend patron \nAs a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts. \nOnce you use this invocation, you can’t use it again until you finish a short or long rest.", :key :tomb-of-levistus, :name "Tomb of Levistus", :option-pack "Unearthed Arcana: Warlock & Wizard"}}, :orcpub.dnd.e5/selections {}, :orcpub.dnd.e5/subclasses {:lore-mastery {:class :wizard, :key :lore-mastery, :level-modifiers [], :name "Lore Mastery", :option-pack "UA - Warlock & Wizard", :profs {:skill-expertise-options {:choose 4, :options {:arcana true, :history true, :nature true, :religion true}}}, :traits [{:description "At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it. When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.", :level 2, :name "Spell Secrets"} {:description "At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.\nAn additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.\nAn additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.\nAn additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.", :level 6, :name "Alchemical Casting"} {:description "At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.", :level 10, :name "Prodigious Memory"} {:description "At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. You can’t use this feature again until you finish a long rest.", :level 14, :name "Master of Magic"} {:description "Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill. In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).\n(Use the Expertise section to check which of the skills you are proficient with)", :level 2, :name "Lore Master"}]}, :the-raven-queen {:class :warlock, :key :the-raven-queen, :level-modifiers [], :level-selections [{:level 2, :num 2, :type :eldritch-invocations}], :name "The Raven Queen", :option-pack "Unearthed Arcana: Warlock & Wizard", :traits [{:description "You gain the service of\ta spirit sent by the Raven Queen to watch over you. The\tspirit assumes the form\tand game statistics of a raven,\tand it always obeys your commands, which you can give telepathically while it is within 100 feet of you. While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack\tor other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated. You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.", :name "Sentinel Raven"} {:description "You gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While\tmerged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.", :level 6, :name "Soul of the Raven "} {:description " At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage. ", :level 10, :name "Raven's Shield"} {:description "You can channel the Raven Queen’s power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can’t do so again until you finish a long rest.", :level 14, :name "Queen's Right Hand"}], :warlock-spells {1 {0 :false-life, 1 :sanctuary}, 2 {0 :silence, 1 :spiritual-weapon}, 3 {0 :feign-death, 1 :speak-with-dead}, 4 {0 :ice-storm, 1 :locate-creature}, 5 {0 :commune, 1 :cone-of-cold}}}}}, "Homebrew - Path of Shadows Playtest - (Kol_dar#2111)" {:orcpub.dnd.e5/classes {:nightblade {nil nil, :key :nightblade, :level-modifiers [{:type :armor-prof, :value :light} {:type :weapon-prof, :value :simple} {:type :weapon-prof, :value :glaive} {:type :weapon-prof, :value :longsword} {:type :weapon-prof, :value :rapier} {:type :weapon-prof, :value :shortsword} {:level 5, :type :num-attacks, :value 2}], :name "Nightblade", :option-pack "Path of Shadows (Playtest)", :subclass-title "Nightblade Path", :level-selections [{:level 2, :num 2, :type :nightblade-arts} {:level 6, :type :nightblade-arts} {:level 10, :type :nightblade-arts} {:level 14, :type :nightblade-arts} {:level 18, :type :nightblade-arts}], :spellcasting {:ability :orcpub.dnd.e5.character/cha, :known-mode :schedule, :level-factor 2, :spell-list {1 #{:ray-of-sickness :detect-magic :feather-fall :witch-bolt :fog-cloud :grasp-of-darknes :shadow-stream :comprehend-languages :shadow-blade-new- :disguise-self :hidden-illumination :false-life :expeditious-retreat :shadow-ammunition :illusory-script :color-spray :silent-image :chromatic-orb}, 2 #{:penumbra :night-shield :blindness-deafness :shadow-necromancy :shadow-binding :dark-confinement :silence :dark-recovery :shadow-ball :darkvision :ray-of-enfeeblement :see-invisibility :detect-thoughts :locate-object :mirror-image :cloud-of-daggers :phantasmal-force :blur :darkbolt :invisibility :spider-climb :darkness :web}, 3 #{:counterspell :blink :sleet-storm :stinking-cloud :night-terror :clairvoyance :dispel-magic :vampiric-touch :nondetection :hypnotic-pattern :feign-death :shadow-conjuration :umbral-ally :fly :tongues :major-image :sensory-deprivation :lightning-bolt :shadow-structure :wall-of-darkness :storm-of-shadows :bestow-curse :fear :phantom-steed}, 4 #{:shadow-courier :ice-storm :hallucinatory-terrain :blight :locate-creature :evards-black-tentacles :shadow-evocation :night-armor :shadow-form :illusory-strike :greater-invisibility :phantasmal-killer :negative-image}, 5 #{:void-field :seeming :phantasmal-polymorph :cloudkill :deathwings :shadow-blast :banish-light :shadow-wound :shadow-space :shadow-walk :banish-shadows :cone-of-cold :legend-lore :mislead :shadow-gate :scrying}}, :spell-list-kw nil, :spells-known {2 2, 3 1, 5 1, 7 1, 9 1, 11 1, 13 1, 15 1, 17 1, 19 1}}, :ability-increase-levels [4 8 12 16 19], :profs {:save {:orcpub.dnd.e5.character/cha true, :orcpub.dnd.e5.character/dex true}, :skill-options {:choose 3, :options {:persuasion true, :investigation true, :acrobatics true, :perception true, :sleight-of-hand true, :deception true, :intimidation true, :arcana true, :stealth true}}}, :hit-die 8, :traits [{:description "At 1st level, you can use a small amount of magical power to alter the shape of shadows nearby. As an action, you can do one of the following:\n• Change the size of any shadow, making it up to twice as long or wide or one-fifth as long or wide.\n• Add features to the shadow that wouldn’t be cast normally, such as making a human’s shadow have three arms or two heads. You can’t remove features, only add them.\n• Make the shadow more faint and light or darker and more defined.\n• Cause your own shadow to be shaped as if cast from another creature (for example, your shadow could look like it belongs to a cat or a bone devil). It still originates from you.\n• Cause your own shadow to disappear entirely. Spells that use your shadow cause it to reappear. \nYou must concentrate to keep the effect in place unless it affects only your own shadow. You must be able to see the shadow you are affecting, and it can’t already be under the effect of any other magic (such as a darkness spell or another nightblade’s shape shadows).", :name "Shape Shadows"} {:description "Starting at 2nd level, you learn to how to harness the power of shadows into motes of energy called shadow surges. You start off having a maximum of 1 shadow surge, and can use this surge to perform any nightblade arts you know. You spend the shadow surge as part of using the nightblade art, whether it succeeds or not.\nYou can use an action on your turn to refill your shadow surges up to your maximum. You can’t go above your current maximum number of shadow surges, not even through magic.\nAt 7th, 13th, and 18th level, your maximum number of shadow surges increases by 1.", :level 2, :name "Shadow Surge"} {:description "At 3rd level, you become more accustomed to dark areas. You gain darkvision with a range of 60 feet, if you didn’t have it already.\nAdditionally, whenever you are in dim light, darkness, or magical darkness, you can use the Hide action as a bonus action on your turn.", :level 3, :name "One with Darknes"} {:description "Also at 5th level, your practice with shadow magic lets you modify arcane energies into different forms. You can cast a single spell from the nightblade spell list that you don’t know by using a nightblade spell slot, even though you don’t know the spell. It must be a spell of a level you can cast, and you treat it as if you had cast it from the spell slot you use. You must use a spell slot of equal or higher level than the spell’s level. Once you do, you can’t do so again until you finish a long rest.\nAt 10th and 17th levels, you can use this ability an additional time before needing to rest. You regain all uses upon finishing the rest.", :level 5, :name "Umbral Spell"} {:description "Starting at 6th level, you gain the ability to teleport between areas of darkness. When you are in dim light, darkness, or magical darkness, you can use your action or a bonus action on your turn to teleport up to 30 feet to an unoccupied space you can see that is also in dim light, darkness, or magical darkness.", :level 6, :name "Shadow Shift"} {:description "Beginning at 14th level, your expertise with shadow magic makes you resilient to more common illusion effects. You gain proficiency in Intelligence saving throws. Whenever you make an Intelligence (Investigation) check to determine if an illusion is fake, you are considered proficient and add double your proficiency bonus to the check.\nAdditionally, you gain the ability to see clearly in dim light, darkness, or magical darkness up to 120 feet. Unlike darkvision, this vision is clear and in color. You can still tell when you are in different lighting conditions. ", :level 14, :name "Pierce the Veils"} {:description "When you reach 20th level, you become a master of shadow magic. When you finish a long rest, you can exchange up to two of your nightblade arts with any other two. You must meet their prerequisites (if any).\nEnemies have disadvantage on any saving throws they make against spells you cast with your Umbral Spell feature, and you have advantage on any spell attack rolls made as part of those spells.", :level 20, :name "Master of Shadows"}]}}, :orcpub.dnd.e5/selections {:mysteries-of-shadow {:key :mysteries-of-shadow, :name "Mysteries of Shadow", :option-pack "Path of Shadows (Playtest)", :options [{:description "You can spend 3 dark energy points to cast umbral ally*.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n", :name "Army of Darkness (9th Level Required)"} {:description "You can spend 5 dark energy points to cast creation.", :name "Ash and Clay (17th Level Required)"} {:description "You can spend 1 dark energy point to cast shadow stream*.", :name "Black Fire"} {:description "You can spend 2 dark energy points to cast shadow binding*", :name "Clinging Darkness"} {:description "You can spend 2 dark energy points to cast pass without trace.", :name "Cover of Night (9th Level Required)"} {:description "You can spend 3 dark energy points to cast wall of darkness*.", :name "Curtain of Shadows (9th Level Required)"} {:description "You can spend 4 dark energy points to make your shadow familiar transform into an exact replica of you. It looks like you, but cannot speak unless you are using its senses (as described in find familiar). While it is transformed, you can make weapon attacks from its space as if using a weapon you are wielding. You must use your own senses and statistics to do so. The familiar remains transformed for 10 minutes, until it dies, or until you lose concentration (as if concentrating on a spell), after which it turns back to its original form.", :name "Dark Reflections (13th Level Required)"} {:description "When you use your Cunning Action feature, you can spend 3 dark energy points to apply the benefits of your Shrouded Action feature to that action. You can use any of the options of Shrouded Action, not just the one you chose when you gained that feature. You must still follow the restrictions described in Shrouded Action.", :name "Dark Traveler (9th Level Required)"} {:description "You can spend 5 dark energy points to cast shadow gate*.", :name "Door to Nothing (17th Level Required)"} {:description "You can spend 3 dark energy points to cast shadow structure*.", :name "Ebon Roads (9th Level Required)"} {:description "You can spend 4 dark energy points to cast arcane eye.", :name "Eye of Darknes (13th Level Required)"} {:description "You can spend 5 dark energy points to cast shadow blast*.", :name "Flesh Fails (17th Level Required)"} {:description "You can spend 2 dark energy points to cast blindness/deafness, but only to blind creatures.", :name "Light Fades (9th Level Required)"} {:description "You can spend 4 dark energy points to cast shadow form*, targeting yourself only.\n", :name "Liguid Night (13th Level Required)"} {:description "When attempting any d20 check, you can spend 5 dark energy points to gain advantage on that check. You can only do this once per round.", :name "Reflections of Things to Come (17th Level Required)"} {:description "As an action on your turn, you can spend 1 or more dark energy points to impale creatures on spikes of darkness, pulling towards a center point. Choose a point within 50 feet of you that you can see. For each dark energy point spend, a single creature within 20 feet of that point must make a Dexterity saving throw against your mystery save DC or take 2d6 piercing damage and be pulled as close as possible to the point you designated.", :name "Shadow Stitching"} {:description "You can spend 3 dark energy points to cast storm of shadows*.", :name "Shadow Storm (9th Level Required)"} {:description "You can spend 2 dark energy points to cast darkness.", :name "Shadows Fall"} {:description "When you use your Uncanny Dodge feature to reduce the damage you take from an attack, you can spend 2 dark energy points to cause the attacker to take the damage you prevented with Uncanny Dodge. The attacker can make a Dexterity saving throw to negate the damage.", :name "Sharp Shadows (9th Level Required)"} {:description "As a bonus action on your turn, you can spend 1 dark energy point to transform your shadow familiar into a weapon of your choice or a shield. You are considered proficient with the weapon or shield. If you spend 3 dark energy points, the weapon or shield instead floats near you. A floating weapon can be used to attack as a bonus action on your turn, dealing damage as appropriate for its form. A floating shield provides its bonus to AC without you needing to hold it. The familiar remains transformed for 1 minute.", :name "Steel Shadows"} {:description "You can spend 1 dark energy point to cast unseen servant.", :name "Toiling Darkness"} {:description "You can spend 2 dark energy points to cast animal messenger. You do not need to target an animal; you instead conjure a Tiny animal made out of shadowstuff to deliver the message.", :name "Twilight Messenger"} {:description "You can spend 1 dark energy point to cast grasp of darkness*.", :name "Umbral Touch"} {:description "You can spend 1 dark energy point to cast darkvision.", :name "Widened Eyes"}]}, :nightblade-arts {:key :nightblade-arts, :name "Nightblade Arts", :option-pack "Path of Shadows (Playtest)", :options [{:description "You can spend a shadow surge as a reaction to infuse your Chains of Despair with shadowstuff, making them quasi-real. Until the start of your next turn, creatures bound by your Chains of Despair must make a Wisdom saving throw against your nightblade spell save DC or be unable to move away from you. They can still move closer to you, if they wish.\n", :name "Chains of Suffering (14th level, Path of the Bloodied Chain Required)"} {:description "When you roll damage for a spell, you can spend shadow surges to reroll up to two of the damage dice per shadow surge spent. You must use the new rolls.", :name "Destructive Shade (Path of the Ravaging Void Required)"} {:description "You can spend a shadow surge as an action to cast disguise self without expending a spell slot or material components.\nAs long as you are disguised, your maximum number of shadow surges is reduced by 1.\n", :name "Disguising Veil"} {:description "You can spend a shadow surge as a bonus action to slip your weapons between planes to bypass an opponent’s defenses. Your next weapon attack you make against a creature goes against an Armor Class of 10 + the creature’s Dexterity bonus, instead of the creature’s normal AC.", :name "Dusk Strike (10th Level Required)"} {:description "You can spend a shadow surge as a bonus action on your turn to create a void in the target’s magical defenses. A single creature within 50 feet of you must make a Constitution saving throw against your nightblade spell save DC. If it fails, it gains vulnerability to your choice of acid, cold, fire, lightning, or thunder damage until the end of your turn. You can make a different choice each time you use this feature. Creatures that are already immune to the chosen energy type are unaffected.\nOnce a creature is targeted by this feature, whether it makes its saving throw or not, you cannot use it on that creature again until you finish a long rest.", :name "Exposing Void (10th Level, Path of the Ravaging Void Required)"} {:description "When you hit an opponent with a weapon attack, you can spend a shadow surge to force the target to make a Constitution saving throw against your nightblade spell save DC. If it fails, the target is blinded until the start of your next turn.", :name "Fall of Night (14th Level Required)"} {:description "You can spend a shadow surge when making a concentration check to gain advantage on the check.", :name "Focused Cast"} {:description "You can spend two shadow surges as an action on your turn to cast shadow structure without expending a spell slot.\nAs long as you are concentrating on the spell, your maximum number of shadow surges is reduced by 2.", :name "Fortress Walls (14th Level, Path of the Darkened Fortress Required)"} {:description "You can spend a shadow surge as an action on your turn to gain advantage on Intimidation checks.\nYou can maintain this effect as long as you wish, but while active your maximum number of shadow surges is reduced by 1.", :name "Frightening Display (Path of the Bloodied Chain Required)"} {:description "You can spend a shadow surge as a bonus action on your turn to create the phantom sound of rattling chains. Any creature within 30 feet of you that is frightened has the duration of that effect extended by 1 round. ", :name "Haunting Rattle (Path of the Bloodied Chain Required)"} {:description "You can spend a shadow surge as an action on your turn to gain advantage on Dexterity (Stealth) checks for 1 minute.", :name "Hidden Stride"} {:description "As an action, you can spend a shadow surge to conjure a single non-magical weapon or object that weighs less than 10 pounds, such as a rope, dagger, shovel, or backpack. The item remains until your concentration is broken (as if you are concentrating on a spell).\nThe object is made of shadowstuff and is not actually real, though you can use it as if it were. If you use the illusory equipment to affect a creature, such as tying it up with illusory rope or attacking with a weapon, the creature can make a Charisma saving throw against your nightblade spell save DC. If it succeeds, the creature is unaffected, and you can’t affect it with your illusory equipment again until you finish a long rest. If it fails, your illusory equipment works on the creature and it can’t make another save against them until you finish a long rest.", :name "Illusory Equipment (Path of the Darkened Fortres Required)"} {:description "You can spend a shadow surge as a bonus action to sense life around you. You know if a living or undead creature is within 30 feet of you and how many of each, though you do not know their location. This does not reveal creatures that are neither alive nor undead, such as a corpse or a construct.\nWhen you look at a creature, you automatically know whether it is dead, dying, stable, critical (less than 1/4 its hit points left), wounded (less than 1/2 its hit points left), or healthy (more than 1/2 its hit points left). You also can tell if the creature is living, undead, or neither (such as a construct creature).\nYou can maintain this effect as long as you wish, but while active your maximum number of shadow surges is reduced by 1.", :name "Lifesense (10th Level, Path of the Eternal Night Required)"} {:description "When a creature attempts to blind, charm, or deafen you, if you are unaffected (either by being immune to the effect or succeeding on your saving throw) you can use your reaction and spend a shadow surge to reflect the effect back to its source.\nThe creature that created the original effect must succeed on an Intelligence saving throw against your nightblade spell save DC or be afflicted by whichever effect it tried to use on you. It lasts until the end of your next turn.", :name "Mirrored Veil (14th Level, Path of the Twilight Veil Required)"} {:description "When a creature within 20 feet of you dies, you can spend a shadow surge as a reaction to gain the benefit from your Death Knell feature, even if you weren’t the one to kill it.", :name "Penumbral Aegis (Path of The Eternal Night Required)"} {:description "When you cast an illusion or enchantment spell that affects other creatures that you can see, you can spend any number of shadow surges. For each surge spent, you can choose up to two creatures to automatically succeed on their saving throw against the spell, and they suffer no further effect if they would normally take a partial effect on a successful save.", :name "Shade Inoculation (Path of The Twilight Veil Required)"} {:description "You can spend a shadow surge as an action on your turn to animate your shadow into a helpful assistant, as the unseen servant spell.\nYou can maintain this effect as long as you wish, but while active your maximum number of shadow surges is reduced by 1.", :name "Shade Servant"} {:description "When a creature you can see attacks you with a weapon attack, you can use your reaction and spend any number of shadow surges. For each surge you spend, you impose disadvantage on a single weapon attack made against you before the start of your next turn.", :name "Shadow Barrier (6th Level, Path of the Darkened Fortress Required)"} {:description "When a creature within 20 feet of you dies, you can spend two shadow surges and your reaction to animate its shadow into a dark replica that serves as a focal point for your deadly power.\nThe shadow is always Medium sized and superficially looks like the slain creature. It appears in the dead creature’s space or in an open space adjacent to it. As a bonus action on your turn, you can move the shadow up to 30 feet to a space you can see, though it must remain within 60 feet of you.\nAs long as the shadow is animated, you can cast necromancy or shadow necromancy spells as if you were standing in the shadow’s space, though you must use your own senses. Additionally, you can cause your Corruption feature to originate from the shadow, rather than you.\nThe shadow remains for 1 minute or until you lose concentration (as if you were concentrating on a spell). As long as you are concentrating on the effect, your maximum number of shadow surges is reduced by 2.", :name "Shadow Betrayal (14th Level, Path of the Eternal Night Required)"} {:description "You can spend a shadow surge as an action on your turn to gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.\nYou can maintain this effect as long as you wish, but while active your maximum number of shadow surges is reduced by 1.", :name "Shadow Motion"} {:description "You can spend a shadow surge as an action to create a dimensional pocket. This works like rope trick, but you use it upon an area of dim light or darkness, rather than using a rope.\nAs long as you have your shadow refuge in effect, your maximum number of shadow surges is 0.", :name "Shadow Refuge (6th Level Required)"} {:description "You can spend a shadow surge as a bonus action on your turn to transform your legs into shadowy wisps, letting you ignore difficult terrain for 1 minute. During this time, you add your Charisma modifier as a bonus to saving throws you make against effects that would move you from your current space (minimum +1).\nYou can maintain this effect as long as you wish, but while active your maximum number of shadow surges is reduced by 1.", :name "Shadow Run (6th Level Required)"} {:description "When you use your Shadow Shift feature, you can spend a shadow surge as part of that action to double the distance you can teleport.", :name "Shifting Focus (10th Level Required)"} {:description "When you cast a spell, you can spend a shadow surge as part of that action to attempt to hide your spellcasting. Creatures observing you must make an Intelligence (Investigation) check or a Wisdom (Perception) check (creature’s choice) against your nightblade spell save DC. If they fail their check, the creature does not notice that you cast a spell.\nCasting a spell with an obvious point of origin, such as lightning bolt, negates the effects of this art.", :name "Shrouded Casting (Path of the Twilight Veil Required)"} {:description "When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can spend a shadow surge to add an effect typical of a different element to the attack. Choose one of the options below. You must choose an option that corresponds to a different damage type than the one you deal with the spell:\n• Acid: Poisoned until the start of your next turn.\n• Cold: The creature’s speed is halved until the start ofyour next turn.\n• Fire: The creature takes 1d8 fire damage.\n• Lightning: Blinded until the start of your next turn.\n• Thunder: Deafened until the start of your next turn.\nA single creature affected by the spell is subjected to the effect you choose. If the spell allows a saving throw, succeeding on the saving throw negates the effect of twisted elements. If it doesn’t allow a saving throw, the target must make a Constitution saving throw against your nightblade spell save DC to negate the effects.", :name "Twisted Elements (6th Level, Path of the Ravaging Void Required)"} {:description "You can spend a shadow surge to make a single weapon attack as a bonus action on your turn.", :name "Umbral Assault (Path of the Darkened Fortress Required)"} {:description "As an action, you can spend a shadow surge to force all creatures that you have a chain of despair attached to make a Wisdom saving throw against your nightblade spell save DC. On a failed save, the creatures become deafened and unable to cast spells with verbal components, as if inside a silence effect, until the end of your next turn or until the chain dissipates, whichever happens first.", :name "Untold Horrors (10th Level, Path of the Bloodied Chain Required)"} {:description "You can spend a shadow surge as an action on your turn to become invisible. The invisibility lasts for 1 minute or until you attack or cast a spell.\nWhile this invisibility lasts, you cannot regain shadow surges by any means.", :name "Veil of Darknes (6th Level, Path of the Twilight Veil Required)"} {:description "You can spend a shadow surge as a bonus action on your turn to infuse your corruption with vile energy. Until the end of your turn, creatures that you hit with your Corruption feature and fail their Constitution saving throw against it become poisoned until the start of your next turn.", :name "Vile Corruption (6th Level, Path of the Eternal Night Required)"} {:description "You can spend up to three shadow surges as an action on your turn to create a defensive aura of shadowstuff. The aura has a radius of 10 feet times the number of surges spent. All allies within the aura gain resistance to the same damage type you have resistance to from your Elemental Empowerment feature.\nYou can maintain this effect as long as you wish, but while active your maximum number of shadow surges is reduced by the same number you spent.\n", :name "Warding Shadows (14th Level, Path of the Ravaging Void Required)"} {:description "You can spend a shadow surge as a bonus action on your turn to warp the space between you and your opponents, increasing your reach by 5 feet until the end of your turn. If you are using a ranged weapon, you can attack at long range without penalty until the end of your turn.", :name "Warp Strike"}]}}, :orcpub.dnd.e5/spells {:penumbra {:description "This spell creates a magical shade around a touched creature. For the duration, the creature no longer takes penalties to attack rolls or Wisdom (Perception) checks made in bright light or direct sunlight, if it would normally have those penalties (such as a drow).\nThis does not provide protection against any other effects direct sunlight may have on the creature, such as a vampire taking damage.", :key :penumbra, :school "evocation", :name "Penumbra", :duration "8 hours", :level 2, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger true, :sorcerer true, :warlock true, :wizard true}, :range "Touch"}, :shadow-courier {:description "Originally created by smugglers, this spell pushes an object into a pocket dimension within a creature’s shadow, making it undetectable.\nWhen you cast the spell, you touch both a single object that is no larger than 10 feet to a side and a willing creature. If the object is attended by an unwilling creature, the spell fails. Upon touching both, the object appears to fall into the creature’s shadow and vanish; in reality, it is stored in a pocket of the Shadowfell.\nWhile stored in this way, the object cannot be detected by divination effects unless they work across planes and cannot be used or targeted by any creature. When the spell ends, the object reappears next to the creature or in the nearest open space that can hold it.\nAt any point during the spell’s duration, either you or the recipient creature of the spell can use an Action to end the spell. A creature cannot have multiple copies of this spell cast on it at the same time.", :key :shadow-courier, :school "illusion", :name "Shadow Courier", :duration "1 week", :level 4, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :void-field {:description "This spell creates an area devoid of all sensory input. The field is a 10-foot-radius sphere, centered on a point\nwithin range. \nThe light in the field becomes magical darkness, regardless of existing conditions. No sound permeates the space, as if under a silence spell. Creatures in the area are considered both blind and deaf.\nEffects that rely on sense of smell or taste, such as stinking cloud, have no effect on creatures in the area.\nCreatures in the area have disadvantage on all Strength and Dexterity ability checks, and automatically fail all Intelligence (Investigation) and Wisdom (Perception) checks.", :key :void-field, :school "illusion", :name "Void Field", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "120 feet"}, :deep-slumber {:description "This spell forces creatures into a magical sleep that is difficult to wake from. A single creature within range must make a Wisdom saving throw. Failure causes it to fall asleep for the spell’s duration.\nWaking up is difficult for the creature, but possible. If another creature uses its action to try to shake the sleeping creature awake, the sleeping target can make another Wisdom saving throw. Success means it wakes up from its slumber, and the spell ends. If the sleeping creature takes damage, it makes a Wisdom saving throw with advantage; success means the creature wakes up, ending the spell.\nUndead and creatures immune to being charmed aren’t affected by this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target an additional creature within range for every two slot levels above 3rd. A creature waking up only ends the spell for that creature.", :key :deep-slumber, :school "enchantment", :name "Deep Slumber", :duration "10 minutes", :level 3, :option-pack "Path of Shadows (Playtest)", :components {:material true, :material-component "a stick of incense", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :phantasmal-polymorph {:description "With an invocation of jumbled words, you make a creature feel as though its has taken on a different form, when in reality it has not changed. A single target creature must make an Intelligence saving throw. Constructs and undead are unaffected by this spell. Failure means it believes it has become any form you specify, including any creature or object. If you choose an object, it can’t be an larger than 20 feet to a side.\nThe creature perceives itself and events as if it were the chosen form, including any sounds or motions it makes or its own tactile qualities; for example, a human that believes it has been turned into a goblin will see its own reflection as a goblin and feel its own shape as if it were a goblin, even though to outside viewers the target has not changed physically in any way.\nThe creature does not gain any special abilities of the new form and cannot use its own special abilities unless it could reasonably believe it could do so (such as a claws shared by both forms). It retains any special qualities the creature originally had that required no action on its part to use, such as regeneration or resistance to damage.\nIf you make the creature believe it has become an object, the creature lies still and is stunned for the duration of the spell.\nEach time an outside force causes something that is contradictory to the target’s belief in its new form, the creature can make a new Intelligence saving throw to end the effect. This contradiction must be significant. For example, a Huge creature may be made to believe it has been transformed into a Small creature; this itself is not significant enough, but if it attempts to flee through a normal-sized doorway and finds that it cannot fit (due to its actual body still being Huge) it gets a new saving throw.\nA creature that believes it has been turned into an object is always considered to be a significant enough contradiction to allow this saving throw, which it makes at the start of each of its turns.\nA creature cannot make additional saves more than once per round, regardless of the number of stimuli it experiences.", :key :phantasmal-polymorph, :school "illusion", :name "Phantasmal Polymorph", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "30 feet"}, :deathwings {:description "You gain wings of necrotic energy and shadows, gaining a flying speed of 60 feet for the duration. When the spell ends, you fall if you are still aloft, unless you can stop the fall.\nAs a bonus action on your turn, you can strike a creature with the shadowy wings. Make a melee spell attack roll. On a hit, you deal 1d8 + 1 necrotic damage. As an action on your turn, you can instead create a burst of necrotic force to deal 4d8 necrotic damage to all creatures (except you) within a 20-foot radius sphere, centered on you. Creatures can make a Wisdom saving throw to halve the damage. Creating this necrotic burst ends the spell.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the burst effect increases by 1d8, and the damage of the bonus action attack increases by 1.", :key :deathwings, :school "necromancy", :name "Deathwings", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self"}, :night-shield {:description "Your shadow creates a swirling barrier to intercept ranged attacks. While the spell lasts, you can use your reaction to impose disadvantage on a single ranged attack or ranged spell attack made against you.\nYou can’t use this spell if you don’t have a shadow", :key :night-shield, :school "abjuration", :name "Night Shield", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Self"}, :shadow-blast {:description "You unleash a pulse of draining shadows, hues of black and blue coruscating within. Each creature within the cone must succeed on a Constitution saving throw. On a failed save, the creature takes 6d8 necrotic damage. For the duration of the spell, the creature has disadvantage on Strength checks and Strength saving throws and deals only half damage with weapon attacks that use Strength. A creature that successfully saves takes half damage and suffers no further effects.\nEach round a creature is affected, it can make a Constitution saving throw at the start of its turn. Success ends the spell for that creature.\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for every slot level above 5th.", :key :shadow-blast, :school "necromancy", :name "Shadow Blast", :duration "1 minute", :level 5, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Self (30-foot cone)"}, :banish-light {:description "A 20-foot-radius sphere of pure darkness emanates from you. The lighting within the field drops to magical darkness, regardless of existing lighting conditions. Until the spell ends, the sphere moves with you, centered on you.\nSpells and magical effects that create light or deal radiant damage, such as daylight or sunbeam, are suppressed in the sphere and cannot protrude into it, as an antimagic field. Effects that restore hit points to living creatures restore only half as many hit points, and all creatures in the area gain resistance to radiant damage. ", :key :banish-light, :school "abjuration", :name "Banish Light", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Path of Shadows (Playtest)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "Self (20-foot-radius sphere)"}, :shadow-wound {:description "You form a bond between a creature’s shadow and its physical being, causing injuries inflicted upon its shadow to harm the creature itself.\nA single creature within range must make a Wisdom saving throw. If it fails, the creature’s shadow stretches in a line in a direction you specify. The line is as wide as the creature’s space. The length of the line varies by the creature’s size: Tiny (10 feet), Small (15 feet), Medium (15 feet), Large (20 feet), Huge (30 feet), or Gargantuan (50 feet).\nAny creature can attack the creature’s shadow as long as the spell lasts. The shadow has an Armor Class of 10 + the creature’s Dexterity modifier. Any damage dealt to the shadow is dealt to the creature, though it applies any resistances or immunities it has. The shadow cannot be critically hit.\nA creature cannot be targeted by this spell if it doesn’t cast a shadow.", :key :shadow-wound, :school "necromancy", :name "Shadow Wound", :duration "Concentration, up to 1 round", :level 5, :option-pack "Path of Shadows (Playtest)", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "30 feet"}, :shadow-space {:description "You cause an area to be overlapped by the Shadowfell, its mutable nature distorting space within. The spell creates this overlap in a 30-foot sphere around you, though the sphere doesn’t move with you.\nWhen you cast the spell, and at the start of each of your turns for the duration, roll a d20 to determine how the space is distorted. Each effect lasts until the start of your next turn, where you roll a new effect.\n1: The area flips over, treating the area as under the effects of reverse gravity.\n2-4: The space distorts wildly. Creatures must make a Constitution saving throw or fall prone.\n5-8: Distances between locations become longer than normal, effectively reducing the movement speed of all creatures by half and reducing the range of ranged attacks and spells by half.\n9-12: Distances between locations become shorter than normal, increasing creature’s movement speeds by 20 feet and increasing the range of ranged attacks and ranged spells by 20 feet.\n13-16: The area shifts randomly. Each creature is teleported 15 feet in a random direction. A creature cannot be teleported into an object or another creature or outside the area of the spell. If it would be placed in one of these locations, it goes to the nearest open space.\n17-19: The space is no longer limiting to creature’s movement. Creatures in the area ignore difficult terrain and can walk on walls and ceilings as if they were affected by spider climb.\n20: Objects and surfaces become quasi-real. Creatures in the area can move through objects and surfaces as if they were difficult terrain. If the creature is still inside an object when this effect ends, it takes 1d10 force damage and is pushed out to the nearest open space.\nAs you are in semi-control of the effects of the spell, you have advantage on saving throws caused by the spell’s effects and do not have to make concentration checks due to the effects created by this spell.", :key :shadow-space, :school "illusion", :name "Shadow Space", :duration "Concentration, up to 1 minute", :level 5, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot sphere)"}, :night-terror {:description "This spell invokes the primal fear of darkness within up to three creatures in range. Unlike most spells, you do not need to be able to see a creature visually to target it and can target creatures that have total cover, but you must be aware of its presence. Each target must succeed on a Wisdom saving throw or become afraid of the dark for the duration.\nA creature that is afraid of the dark has disadvantage on ability checks while within dim light and is frightened while within darkness or magical darkness. The creature is not compelled to move out of dark areas, but usually will try to do so to escape its fear.\nShould the creature enter into an area of dim light, darkness or magical darkness while the spell lasts, the effects of the spell are applied to that creature.\nCreatures that have darkvision or can see clearly in darkness through some other means have advantage on their saving throw against this spell.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an additional two creatures for each slot level above 3rd.", :key :night-terror, :school "enchantment", :name "Night Terror", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "50 feet"}, :shadow-necromancy {:description "You use shadowstuff to create a quasi-real necromancy effect. When you cast this spell, choose a necromancy spell from the Shadow spell list that is 1st level or lower. This spell copies that spell in its entirety, and acts as if the copied spell were cast from a 1st level spell slot. The copied spell is treated as an illusion spell, instead of a necromancy spell.\nA creature that would be affected by the copied spell’s effects must make a Charisma saving throw. Succeeding on its saving throw means the creature is completely unaffected by the copied spell, even if the copied spell doesn’t normally allow a saving throw. Such a creature is unhindered by a ray of sickness spell, is unharmed by a finger of death, and so on.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum level of necromancy spell you can copy increases by one level, and the spell slot it is treated as being cast from increases by one level for each slot level above 3rd.", :key :shadow-necromancy, :school "illusion", :name "Shadow Necromancy", :duration "Varies", :level 2, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Varies"}, :control-light {:description "While this spell lasts, you can designate a single light level (bright light, dim light, darkness, or magical darkness). The light within 30 feet of you becomes that light level so long as the spell lasts. The effect moves with you when you do.\nAs an action on your turn, you can change the light level brighter or darker by one step.", :key :control-light, :school "evocation", :name "Control Light", :duration "Concentration, up to 1 hour", :level 4, :option-pack "Path of Shadows (Playtest)", :components {:material true, :material-component "A pearl and a piece of obsidian each worth 5 gp, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "Self (30-foot-radius sphere)"}, :shadow-binding {:description "You cause a creature’s shadow to animate into a quasireal aggressor. One creature you can see in range must make a Charisma saving throw. A creature that has no shadow, such as a vampire, automatically succeeds on its saving throw.\nOn a failed save, the creature becomes restrained by its own shadow for the duration of the spell. At the start of each of the creature’s turn before the spell ends, the target can make a Charisma saving throw to ignore the restrained condition until the start of its next turn, but it must make this saving throw on each of its turns or become restrained again.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature within range for each slot level above 2nd.", :key :shadow-binding, :school "illusion", :name "Shadow Binding", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "30 feet"}, :dark-confinement {:description "When you cast this spell, up to three target creatures within range must make a Charisma saving throw. If it fails, it is unable to enter into areas of bright light while the spell lasts. Attempts to do so feel as if struggling against a solid wall.\nThe creature must be in dim light, darkness, or magical darkness when you cast the spell, or the spell fails. If the creature is forcefully moved into an area of bright light, the spell is suppressed until it moves back out of the bright light.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional two creatures within range for each slot level above 2nd.", :key :dark-confinement, :school "illusion", :name "Dark Confinement", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Path of Shadows (Playtest)", :components {:material true, :material-component "a spider web", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "50 feet"}, :dark-recovery {:description "You immediately regain a shadow surge. This cannot put you above your maximum number of shadow surges you can have at once.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you regain an additional shadow surge for each slot level above 2nd", :key :dark-recovery, :school "evocation", :name "Dark Recovery", :duration "Instantaneous", :level 2, :option-pack "Path of Shadows (Playtest)", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self"}, :shadow-walk {:description "You and up to five willing creatures touched are shifted to the border between the Material Plane and the Shadowfell, distorting reality to travel a great distance.\nWhile the spell is in effect, you and the other creatures move at a rate of 50 miles per hour, moving normally within the Shadowfell but traveling quickly relative to the Material Plane.\nOnly you can travel along this path in a predictable manner; other creatures you bring along must follow you or risk becoming lost in the barrier between planes, having a 50% chance to show up in either plane once the spell ends. Because of the blurring of reality between the two planes, you can’t make out fine details of locations you travel past while shadow walking, though you can discern enough to know where you are on the Material Plane.\nAt any point during the spell’s duration, you and the other creatures can exit from the planar boundary re-enter the Material Plane, which ends the spell. Any creature that doesn’t exit when you do gets lost within the planar boundary, as described above.\n", :key :shadow-walk, :school "illusion", :name "Shadow Walk", :duration "8 hours", :level 5, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :shadow-ball {:description "A 5-foot-diameter sphere of shifting darkness appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the ball must make a Constitution saving throw. The creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. The area within 20 feet of the ball becomes dim light, if it is brighter than that.\nAs a bonus action, you can move the ball up to 30 feet. If you ram the ball into a creature, that creature must make the saving throw against the ball’s damage, and the ball stops moving this turn.\nWhen you move the ball, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 2nd.", :key :shadow-ball, :school "evocation", :name "Shadow Ball", :duration "Concentration, up to 1 minute", :level 2, :option-pack "Path of Shadows (Playtest)", :components {:material true, :material-component "a drop of ink and some tar", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self"}, :shadow-evocation {:description "You use shadowstuff to create a quasi-real evocation effect. When you cast this spell, choose an evocation spell from the Shadow spell list that is 3rd level or lower. This spell copies that spell in its entirety, and acts as if the copied spell were cast from a 3rd level spell slot. The copied spell is treated as an illusion spell, instead of an evocation spell.\nA creature that would be affected by the copied spell’s effects must make a Charisma saving throw. Succeeding on its saving throw means the creature is completely unaffected by the copied spell, even if the copied spell doesn’t normally allow a saving throw. Such a creature can see through a copied darkness effect, walk through a copied wall of stone, is unharmed by a copied fireball, and so on.\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum level of evocation spell you can copy increases by one level, and the spell slot it is treated as being cast from increases by one level for each slot level above 5th.", :key :shadow-evocation, :school "illusion", :name "Shadow Evocation", :duration "Varies", :level 4, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Varies"}, :shadow-conjuration {:description "You use shadowstuff to create a quasi-real conjuration effect. When you cast this spell, choose a conjuration spell from the Shadow spell list that is 2nd level or lower. This spell copies that spell in its entirety, and acts as if the copied spell were cast from a 2nd level spell slot. The copied spell is treated as an illusion spell, instead of a conjuration spell.\nA creature that would be affected by the copied spell’s effects must make a Charisma saving throw. Succeeding on its saving throw means the creature is completely unaffected by the copied spell, even if the copied spell doesn’t normally allow a saving throw. Such a creature can see through a copied fog cloud, walk through a copied web without becoming restrained, is unharmed by attacks by a creature summoned with conjure fey, and so on.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum level of conjuration spell you can copy increases by one level, and the spell slot it is treated as being cast from increases by one level for each slot level above 4th.", :key :shadow-conjuration, :school "illusion", :name "Shadow Conjuration", :duration "Varies", :level 3, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "Varies"}, :banish-shadows {:description "A 20-foot-radius sphere of brilliant light emanates from you. The lighting within the field becomes bright light, regardless of existing lighting conditions. Until the spell ends, the sphere moves with you, centered on you. Creatures in the area do not cast a shadow.\nSpells and magical effects that create darkness or deal necrotic damage, such as darkness or chill touch, are suppressed in the sphere and cannot protrude into it, as an antimagic field. Effects that restore hit points to undead restore only half as many hit points, and all creatures in the area gain resistance to necrotic damage.", :key :banish-shadows, :school "abjuration", :name "Banish Shadows", :duration "Concentration, up to 1 hour", :level 5, :option-pack "Path of Shadows (Playtest)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Self (20-foot-radius sphere)"}, :umbral-ally {:description "This spell creates a being made of pure shadowstuff that serves you unquestioningly. It is Medium sized and roughly humanoid in appearance. It appears in a space within range of the spell. If it ever moves out of range, the spell ends.\nThe ally has an AC of 16 and has 40 hit points. It uses your saving throws and skill checks, should it need them. If reduced to 0 hit points, the spell ends. It has advantage on Dexterity (Stealth) checks while in dim light. In darkness or magical darkness, it is effectively invisible unless a creature observes it with truesight or can see in magical darkness.\nWhen you cast this spell, you choose one of three forms for the ally. Your choice determines what the ally is capable of doing. All of the allies attacks are considered magical.\nBerserker. The ally is created with a powerful weapon, such as a greatsword or maul. When you cast the spell, you can make a melee spell attack to have the berserker attack a creature within 5 feet of it. On a hit, the target takes bludgeoning, piercing or slashing damage (as appropriate for its weapon) equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can direct the berserker to move up to 30 feet and attack a creature within 5 feet of it. \nYou can use an action on your turn to direct the berserker to attack enemies around it. Make a melee spell attack against any number of creatures within 10 feet of the berserker, dealing damage as described above to each target hit. After using this action, the spell ends.\nDefender. The ally is clad in armor and carries a shield. Its AC increases by 2. As a bonus action on your turn, you can move the defender up to 30 feet. The defender threatens squares adjacent to it, and can make a single reaction each round to make opportunity attacks. Creatures only provoke from the defender by moving out of its threatened area. Make a melee spell attack to hit with the defender’s attack. If it hits, it deals bludgeoning, piercing or slashing damage (as appropriate for its weapon) equal to 1d8 + your spellcasting ability modifier, and the target’s speed drops to 0 until the end of its turn. \nYou can use a reaction to have the defender intercept damage from you. Until the start of your next turn, you gain resistance to all damage, but the ally takes the same damage you do. At the start of your next turn, or when the ally is reduced to 0 hit points, the spell ends and you lose the damage resistance.\nMagician. The ally is clad in scholarly attire and carries a magical staff. When you cast the spell, you can make a ranged spell attack to have the magician attack a creature within 30 feet of it. On a hit, the target takes acid, cold, fire, or lightning damage equal to 1d8 + your spellcasting ability modifier. You choose which damage type the magician deals when you cast the spell. As a bonus action on your turn, you can direct the magician to move up to 20 feet and attack a creature within 30 feet of it.\nYou can use an action on your turn to direct the magician to create a powerful evocation. The magician creates a blast of energy in a 30-foot cone or a 60-foot line (your choice), originating from its space. Creatures in the area take 4d8 damage of the same type you chose when you created the magician. A Dexterity saving throw halves the damage dealt. After using this action, the spell ends.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the ally’s Armor Class increases by 1, its Hit Points increase by 40, and the damage it deals with its attacks increases by 1d8 for each slot level above 3rd. Casting the spell from a spell slot of 6th level or higher provides no further increase in power from the bonuses gained from using a 5th level spell slot.", :key :umbral-ally, :school "illusion", :name "Umbral Ally", :duration "1 minute", :level 3, :option-pack "Path of Shadows (Playtest)", :components {:material true, :material-component "a vial of invisible ink worth 50 gp, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :grasp-of-darknes {:description "You reach out with a hand of decaying shadows. You make a melee spell attack to touch a target creature. A creature you touch takes 2d6 necrotic damage. The touched creature must then make a Constitution saving throw or have its eyes cloyed with darkness, treating all lighting as being one step lower for the duration of the spell (bright light becomes dim light, dim light becomes darkness, and darkness becomes magical darkness).\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.\n", :key :grasp-of-darknes, :school "necromancy", :name "Grasp of Darknes", :duration "1 round", :level 1, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Touch"}, :shadow-stream {:description "A twisting stream of inky darkness sprays from your outstretched hand, forming a line 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much on a successful one.\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", :key :shadow-stream, :school "evocation", :name "Shadow Stream", :duration "Instantaneous", :level 1, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Self (30-foot line)"}, :shadow-blade-new- {:description "You reach into the Shadowfell and pull out a weapon made of shadowstuff. Upon casting this spell, an illusory melee weapon of your choice appears in your open hand. It must be a weapon that you are proficient with. You can use it as any other weapon, including putting down, throwing, or sheathing the weapon, though the spell ends if it’s out of arm’s reach for more than 1 minute.\nThe weapon counts as magical for overcoming resistance. When you first hit a creature with the weapon, that creature can make a Charisma saving throw. If it succeeds, it gains resistance to all damage inflicted by the weapon (though if you cast the spell again, it must save again for the new weapon).\nDespite the spell’s name, you can make any melee weapon, not just bladed ones.\nAt Higher Levels. If you use a spell slot of 3rd level or higher, you gain a +1 bonus to attack and damage rolls made with the weapon. If you use a spell slot of at least 5th level or higher, the weapon deals an additional 1d6 cold damage on a hit. You do not gain the bonus to attack and damage rolls nor the cold damage against a creature that makes its saving throw against the spell.", :key :shadow-blade-new-, :school "illusion", :name "Shadow Blade (New)", :duration "10 minutes", :level 1, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :hidden-illumination {:description "When you cast this spell, you must touch a creature or object. The spell creates an aura of quasi-real illumination in a 30-foot-radius sphere around the target. Creatures within the area that have darkvision can see color while within the area, instead of just black and white.\nThis spell doesn’t create any actual light.", :key :hidden-illumination, :school "evocation", :name "Hidden Illumination", :duration "2 hours", :level 1, :option-pack "Path of Shadows (Playtest)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric true, :druid true, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "Touch"}, :night-armor {:description "Your shadow flows and surrounds you, forming into a protective barrier. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. In addition, as long as the spell lasts you can use your reaction to impose disadvantage on a single ranged attack or ranged spell attack made against you. \nYou can’t use this spell if you don’t have a shadow", :key :night-armor, :school "abjuration", :name "Night Armor", :duration "Concentration, up to 1 minute", :level 4, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Self"}, :shadow-form {:description "This spell turns a creature into a natural shadow. It functions as gaseous form, but instead of gaining a fly speed the target can move at a speed of 20 feet along any surface, including difficult terrain, walls, or ceilings. \nWhile in this form, the creature has a +5 bonus on Dexterity (Stealth) checks made in dim light or darkness, but it can’t enter into areas of magical darkness. If it enters into a banish shadows effect, the spell ends immediately.\nAt any point during the spell’s duration, the target can use an action on its turn to change back to its natural state or from its normal form back to a shadow. Each time it returns to its normal form, the duration of the spell is reduced by 10 minutes. The creature cannot take any items with it when it turns back into a shadow that it didn’t have in its possession at the time of casting.", :key :shadow-form, :school "transmutation", :name "Shadow Form", :duration "Concentration, up to 1 hour", :level 4, :option-pack "Path of Shadows (Playtest)", :components {:material true, :material-component "some ink and powdered chalk", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "Touch"}, :darkbolt {:description "With a quick invocation, you call forth a nimbus of jet-black night. You unleash three beams of darkness from your open palm. You can fire them at one target or several.\nMake a ranged spell attack to hit. On a hit, you deal 1d10 necrotic damage. A creature that is hit must make a Wisdom saving throw or be incapacitated for the duration of the spell. A creature only needs to save once, regardless of how many beams you strike it with. \nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an additional beam for each slot level above 3rd.", :key :darkbolt, :school "evocation", :name "Darkbolt", :duration "1 round", :level 2, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :entropic-storm {:description "You create a gateway to the destructive void between the Shadowfell and the Negative Plane, exposing those within to entropic oblivion.\nThe storm fills a 20-foot radius sphere, centered on a point in space that you can see within range. Any creature that starts its turn in the area must make a Constitution saving throw or gain one level of exhaustion as the entropic forces temporarily age it.\nA construct or undead in the area that fails its saving throw does not gain exhaustion; it instead begins decaying and wearing down, taking 4d8 damage each time it fails its saving throw. Objects that aren’t being worn or carried are similarly decayed.\nCreatures that cannot be magically aged are immune to this spell’s effects (aside from constructs or undead, as mentioned above).\nYou can use a bonus action on your turn to move the area of the storm 10 feet in any direction.", :key :entropic-storm, :school "necromancy", :name "Entropic Storm", :duration "Concentration, up to 1 minute", :level 9, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "120 feet"}, :sensory-deprivation {:description "You cause a creature to lose its extraordinary senses. A single creature in range must succeed on a Wisdom saving throw. Failure means the creature loses blindsight, darkvision, and tremorsense for the duration, if it has them. If it gained the ability from a spell or magical effect, the effect is suppressed as long as this spell lasts (the suppressed duration counts against its duration).\nThe creature can still use its normal senses, though if it lacks the appropriate sensory organs it may be considered blinded (such as an ooze that uses blindsight to see and has no eyes).\nAt Higher Levels. If you use a spell slot of 5th level or higher, the creature also loses truesight. If you use a spell slot of at least 7th level or higher, the creature cannot use any divination spells or effects.", :key :sensory-deprivation, :school "transmutation", :name "Sensory Deprivation", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard true}, :range "30 feet"}, :lunar-prophecy {:description "With this spell, you seek guidance from the moon to prepare allies for what lies ahead. All creatures that wish to benefit from the spell must remain within 10 feet of you while you are casting it. You must cast this spell at night while adjacent to a pool of water at least 1 foot in diameter.\nUpon casting the spell, the reflection of the moon upon the pool of water changes into any of its eight phases. The phase of the actual moon does not change. If the weather prevents the moon from being shown, the sky clears just enough to show the moon’s reflection, after which the weather resumes.\nThe phase of the moon shown on the water determines what benefit you and allies gain from the spell. A granted ability can be activated a single time by the creature as a bonus action on their turn at any point during the spell’s duration. Once the granted ability has been used, this spell ends for that creature. A creature cannot benefit from more than one casting of this spell at the same time.\nRoll a d8 to determine what ability is granted. If the granted effect requires concentration, the creature that activated the ability must concentrate on it.\n1. New Moon. You must rise to the challenges ahead. Each creature can grant themselves the benefit of a bless spell for 1 minute. This effect must be concentrated on.\n2. Waxing Crescent. You must continue to grow in the face of adversity. Each creature can grant themselves the benefit of their choice of protection from poison or remove disease. The protection from poison effect lasts for 1 minute.\n3. First Quarter. You will find yourself in a crisis in which you must act. Each creature can grant themselves the benefit of freedom of movement for 1 minute.\n4. Waxing Gibbous. You must be aware of your own progress, and discover a better way of doing things. Each creature can grant themselves advantage on Intelligence checks and saving throws for 1 minute. This effect must be concentrated on.\n5. Full Moon. You must be able to see that which cannot be seen. Each creature can grant themselves darkvision for 1 hour.\n6. Waning Gibbous. You must share you wisdom with others. Each creature can grant themselves advantage on Wisdom checks and saving throws for 1 minute. This effect must be concentrated on.\n7. Last Quarter. You must think in a different manner than normal, and prepare for a new direction. Each creature can treat themselves as proficient in a single skill or tool for 10 minutes.\n8. Waning Crescent. You must understand that life and death are part of a cycle, and that death may draw near to you at times. Each creature can grant themselves the benefit of a death ward spell for 1 minute.", :key :lunar-prophecy, :school "divination", :name "Lunar Prophecy", :duration "24 hours", :level 6, :option-pack "Path of Shadows (Playtest)", :components {:material true, :material-component "herbs and incense worth 50 gp, which the spell consumes", :somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:bard false, :cleric false, :druid true, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "30 feet"}, :shadow-structure {:description "You pull energy from the Shadowfell to create a quasireal structure, such as a wall or bridge. The structure lasts for the duration of the spell. You can use any one of the four options below.\nWall. You create a simple wall, which can be up to 10 feet high, 60 feet long, and 1 foot thick. You can create the wall with an illusory door that is big enough for Large or smaller creatures to fit through.\nBridge. You create a long bridge, which can be up to 5 feet wide, 400 feet long, and 1 foot thick. It must be horizontal or nearly horizontal.\nStairs. You can create a staircase or a ramp, which can be up to 10 feet wide and 50 feet high and 50 feet long. It cannot exceed a 45 degree incline. \nOther. You can create another option with DM approval, but in such a case it must be a stationary, non-animate, non-magical object that’s no longer than 10 feet to a side. You could create an illusory fountain (though you’d have to fill it with water), table, or chest, to name a few examples.\nThe structure cannot be moved and cannot be made inside a creature’s space. The structure must be at least partially within range, but can extend outside of the spell’s range. The structure must rest on solid terrain or, in the case of a bridge, be supported on both sides.\nAny creature that interacts with the structure can make a Charisma saving throw. Success means it realizes the structure is not real. It can walk or attack through the structure without hindrance, but it cannot see through the structure. It can still use the structure as a real structure when it would be useful, such as walking across a bridge.\nEach 10-foot section has 20 hit points and vulnerability to radiant damage. A section reduced to 0 hit points stops existing, which may cause the quasi-real structure to collapse, subject to DM discretion.", :key :shadow-structure, :school "illusion", :name "Shadow Structure", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "50 feet"}, :shadow-gate {:description "Your shadow stretches out into a massive area, forming a brief distortion between the Material Plane and the Shadowfell. Your shadow flows across surfaces in a 60 foot cone, stretching out from your feet. Each unwilling creature that is standing on the shadow or is less than 10 feet above it in the air must make a Charisma saving throw. Failing the save allows you to teleport the creature to any other location within the area of your shadow.\nYou can’t teleport a creature into an area that is by its nature dangerous to that creature, such as 30 feet up a wall or into a bonfire. A willing creature can forgo its saving throw and allow you to teleport it, though you decide where it goes.\nYou can’t cast this spell if you don’t have a shadow", :key :shadow-gate, :school "illusion", :name "Shadow Gate", :duration "Instantaneous", :level 5, :option-pack "Path of Shadows (Playtest)", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self (60-foot cone)"}, :shadow-ammunition {:description "You reach into the Shadowfell to create ammunition made of shadowstuff. Upon casting this spell, you create 50 pieces of ammunition suitable for a ranged weapon made for creatures of your size. The ammunition either comes with an appropriate container, such as a quiver or pouch, or is created within your own containers.\nThe ammunition counts as magical for overcoming resistance. When you first hit a creature with the ammunition, that creature can make a Charisma saving throw. If it succeeds, it gains resistance to all damage inflicted by the ammunition created by the spell (though if you cast the spell again, it must save again for the new ammunition).\nA piece of ammunition vanishes if it’s outside of reach for more than 1 minute or when it hits a creature. If all ammunition is used, the spell ends.\nAt Higher Levels. If you use a spell slot of 3rd level or higher, you gain a +1 bonus to attack rolls made with the ammunition. If you use a spell slot of at least 5th level or higher, the ammunition deals an additional 1d4 cold damage on a hit. You do not gain the bonus to attack rolls nor the cold damage against a creature that makes its saving throw against the spell.", :key :shadow-ammunition, :school "illusion", :name "Shadow Ammunition", :duration "10 minutes", :level 1, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "Self"}, :wall-of-darkness {:description "You create a wall of black shadows at a point you choose within range that drains the strength of those within. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall must be vertical and lasts for the duration.\nThe area within the wall becomes magical darkness. Creatures on opposite sides of the wall cannot see each other unless they can see through magical darkness.\nAny creature that is within the wall when it is created, enters the wall on its turn, or begins its turn within the wall must make a Constitution saving throw or gain a level of exhaustion. A creature that already has three or more levels of exhaustion is instead blinded until the start of its next turn, rather than gaining a level of exhaustion.", :key :wall-of-darkness, :school "evocation", :name "Wall of Darkness", :duration "Concentration, up to 1 minute", :level 3, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard false}, :range "120 feet"}, :illusory-strike {:description "You must be in control of an illusion that creates a visible object or effect, such as silent image, to cast this spell. When you cast this spell, the illusion you control is temporarily infused with shadowstuff, letting it harm creatures as if it were real.\nThe effect you choose must be appropriate for the illusion, subject to the DM. An energy burst attack could simulate an illusory dragon’s breath, while the melee attack option could simulate its claws and fangs.\nA creature that knows the illusion is not real from previous interactions gains advantage on its saving throw against this spell, and you have disadvantage on spell attacks made with this spell against such creatures. You can cause one of the following effects.\nMelee Attack. The illusion makes melee attacks. You can make up to three melee attacks against targets that are adjacent or within the illusion’s space. For each attack, make a melee spell attack roll against the target. On a hit, the illusion deals 3d8 bludgeoning, piercing, or slashing damage, as appropriate for the illusion.\nRanged Attack. The illusion makes ranged attacks. You can make up to three ranged attacks against targets that are within 50 feet of the illusion’s space. For each attack, make a ranged spell attack roll against the target. On a hit, the illusion deals 3d6 bludgeoning, piercing, or slashing damage, as appropriate for the illusion.\nEnergy Attack. The illusion strikes with a single energy attack. You must make a ranged spell attack against a single target within 50 feet of the illusion. On a hit, the creature takes 6d6 of your choice of acid, cold, fire, or lightning damage, as appropriate for the illusion.\nEnergy Burst. The illusion creates an area attack to harm creatures. This can be a 30-foot cone, a 60-foot line, or a 15-foot-radius burst originating from the illusion’s space. A creature in the area takes 6d6 acid, cold, fire, or lightning damage, as appropriate for the illusion. A Dexterity save halves the damage.\nArea Attack. The illusion attacks multiple creatures nearby. This can be a 30-foot cone, a 60-foot line, or a 15-foot-radius burst originating from the illusion’s space. A creature in the area takes 6d8 bludgeoning, piercing, or slashing damage, as appropriate for the illusion. A Dexterity save halves the damage.", :key :illusory-strike, :school "illusion", :name "Illusory Strike", :duration "Instantaneous", :level 4, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "50 feet"}, :storm-of-shadows {:description "You tap into the Shadowfell and mix it with elemental forces to create a twisted replica of a fearsome thunderstorm. Each creature in the area except you must make a Dexterity saving throw. Creatures that fail take 6d6 damage and are blinded for the spell’s duration by the flashing lightning and pulsing shadows. Half of this damage is cold, the other half is lightning.\nA creature that successfully saves takes half damage and suffers no further effects.\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.\n", :key :storm-of-shadows, :school "evocation", :name "Storm of Shadows", :duration "1 round", :level 3, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard false}, :range "Self (15-foot sphere)"}, :darkbolt-new- {:description "With a quick invocation, you call forth a nimbus of jet-black night. You unleash three beams of darkness from your open palm. You can fire them at one target or several.\nMake a ranged spell attack to hit. On a hit, you deal 1d10 necrotic damage. A creature that is hit must make a Wisdom saving throw or be incapacitated for the duration of the spell. A creature only needs to save once, regardless of how many beams you strike it with. \nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an additional beam for each slot level above 3rd.", :key :darkbolt-new-, :school "evocation", :name "Darkbolt (New)", :duration "1 round", :level 3, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock true, :wizard false}, :range "60 feet"}, :negative-image {:description "A 60-foot radius sphere of distorted light spreads from a point you choose within range. The sphere reverses light within the area: bright light becomes darkness, while dim light, darkness, and magical darkness become bright light.\nIf you choose a point on an object you are holding or one that isn’t being worn or carried, the effect emanates from the object and moves with it.\nObjects that shed light, such as torches, within the spell’s area create darkness instead; the same goes for objects that create darkness. If any of this spell’s area overlaps with an area of darkness or light created by a spell, that spell’s lighting is similarly reversed.", :key :negative-image, :school "evocation", :name "Negative Image", :duration "1 hour", :level 4, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock false, :wizard true}, :range "60 feet"}, :phantom-caretaker {:description "Originally created by overstressed clerics during times of war, this spell summons a quasi-real doctor that can heal and attend to patients. The caretaker appears in an open space adjacent to you. Its physical shape and size is no different than a typical member of your race, though its entire form is covered in doctor’s clothing, including the mask used as the material for this spell.\nThe caretaker is proficient in both the Medicine skill and with Herbalism kits. It uses your proficiency bonus + 2 as its total bonus to those checks. It can use any medical supplies, such as herbs or a healer’s kit, that you provide it with. It can understand, speak, and write any languages that you know.\nThe caretaker works tirelessly for the duration of the spell, but generally can only apply moderate medical care, such as applying bandages and poultices, providing for patients, or writing notes. Intensive care, such as surgery or setting a broken bone, cannot be performed by the caretaker, though it can provide assistance to a doctor that can.\nThe caretaker has a movement speed of 30 feet and moves as you ask it to; if brought onto the battlefield, it will attempt to stay out of harm’s way until it is asked to tend to an injured creature, at which point it will move in the safest way possible to that creature. The caretaker has a Strength score of 12 in order to help lift or drag a willing, injured creature; it is incapable of taking any hostile actions or attacking. It has an AC of 12 and 20 hit points. If reduced to 0 hit points, the spell ends. You cannot make more than one caretaker at a given time.", :key :phantom-caretaker, :school "conjuration", :name "Phantom Caretaker", :duration "8 hours", :level 2, :option-pack "Path of Shadows (Playtest)", :components {:material true, :material-component "a doctor’s mask worth 50 gp", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:bard false, :cleric true, :druid false, :paladin true, :ranger false, :sorcerer false, :warlock false, :wizard false}, :range "5 feet"}, :maw-of-darknes {:description "Upon casting this spell, the front half of a shadowy, terrifyingly large creature appears where you specify, its maw a gnashing void of death. The maw can resemble a dangerous animal such as dire wolves, sharks, or snakes, or you can make it appear as other bestial or insect-like horrors like nightwings or gricks.\nThe maw is roughly Huge sized and takes up a 20-foot by 20-foot space. On each of your turns for the duration, you can use a bonus action to make the maw bite a creature in its space or within 20 feet of its space. You must make a melee spell attack to hit. On a successful hit, the target takes 4d8 piercing and 2d8 necrotic damage. At your option, a struck creature must make a Strength saving throw or become grappled by the maw as it clamps down upon its victim. The escape DC of the grapple is equal to your spell save DC.\nIf the maw attacks and hits a creature it already has grappled, the creature takes normal damage and is swallowed whole by the maw, ending the grapple. A creature can only be swallowed if it’s Large or smaller.\nWhile swallowed, the target is blinded and restrained, has total cover against attacks and other effects outside the maw, and it takes 2d8 necrotic damage at the start of each of the your turns. The maw can have only one creature swallowed at a time.\nThe maw has 150 hit points and an Armor Class of 16. It uses your saving throws to resist damage. If reduced to 0 hit points, the spell ends. If the maw takes 30 damage or more on a single turn from the swallowed creature, you must succeed on a DC 20 concentration check or the spell ends.", :key :maw-of-darknes, :school "conjuration", :name "Maw of Darknes", :duration "Concentration, up to 1 minute", :level 8, :option-pack "Path of Shadows (Playtest)", :components {:material false, :material-component "", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard false, :cleric false, :druid false, :paladin false, :ranger false, :sorcerer true, :warlock true, :wizard true}, :range "60 feet"}}, :orcpub.dnd.e5/subclasses {:path-of-the-bloodied-chain {:class :nightblade, :key :path-of-the-bloodied-chain, :level-modifiers [], :name "Path of the Bloodied Chain", :option-pack "Path of Shadows (Playtest)", :traits [{:description "At 1st level, you can cause a creature to tremble in fear simply by looking at them. As an action on your turn, you can glare at a creature that you can see and is within 30 feet of you. If the creature can see you, it must make a Wisdom saving throw against your nightblade spell save DC. If it fails, it becomes frightened of you until the end of your next turn.\nOnce you use this feature on a creature, you can’t use it against that creature again until you finish a long rest.", :name "Eyes of Terror"} {:description "Starting at 3rd level, you can create invisible, intangible chains between yourself and another creature you can see, enhancing your abilities. Only you can see the chain, as well as any creatures that can see invisible things. It doesn’t interfere with movement in any way.\nYou can attach a chain to a creature as a bonus action on your turn or upon hitting it with a weapon attack. The chain has a maximum range of 30 feet.\nA creature that you’ve attached your chain of despair to loses its immunity to the frightened condition (should it have it), and when you hit it with a weapon attack you deal an additional 1d6 psychic damage. You can only deal this bonus damage once per turn. The bonus psychic damage also occurs when you attach a chain to a creature with a weapon attack.\nWhen you gain this feature, you can only have one chain of despair at a time. At 11th level, you can maintain two chains of despair at the same time, and the range increases to 60 feet. At 15th level, you can maintain three chains. You can attach multiple chains with a single bonus action.\nIf you attach another chain of despair while at your maximum allowed number, the oldest chain breaks and goes away. A creature can only have one chain attached to it. If you or the creature move out of range of the chain, it dissipates. ", :level 3, :name "Chains of Despair"} {:description "At 7th level, you gain immunity to the frightened condition and resistance to psychic damage.\nWhen you use your Eyes of Terror feature you may have it affect all of the creatures bound by your Chains of Despair feature, regardless of range, in addition to the creature you target with Eyes of Terror. Bound creatures have disadvantage on their saving throw against Eyes of Terror unless their challenge rating is higher than your nightblade level.", :level 7, :name "Thrive on Fear"} {:description "Beginning at 11th level, when attacking a creature bound by your Chains of Despair feature, you deal an additional 1d6 psychic damage on all weapon attacks, instead of only once per turn.\nIn addition, you have advantage on weapon attack rolls against frightened creatures. ", :level 11, :name "Tormenting Strike"} {:description "At 15th level, you learn to manifest an area of twisting, shadowy chains that terrorize those within. As an action on your turn, you can conjure these shadowy chains in a 15-foot-radius sphere, centered on a point in space within 50 feet of you.\nThe light in the area drops to dim light (if it is brighter than that). Any creature that enters the area on its turn or starts its turn in the area must make a Wisdom saving throw against your nightblade spell save DC. If it fails, it becomes frightened of you or restrained (your choice).\nA frightened creature remains frightened so long as it remains in the area of the umbral shackles plus 1 round. A restrained creature can make another Wisdom save at the start of each of its turns: success frees it from the restrained condition, but it can become restrained again if it doesn’t leave the area of the shackles before the start of its next turn.\nThe shackles remain in effect for 1 minute or until your concentration is broken (as if you are concentrating on a spell). Once you use this feature, you can’t use it again until you finish a long rest.", :level 15, :name "Umbral Shackles"}]}, :shadow-caller {:class :rogue, :key :shadow-caller, :level-modifiers [], :level-selections [{:level 3, :num 2, :type :mysteries-of-shadow} {:level 9, :num 2, :type :mysteries-of-shadow} {:level 13, :type :mysteries-of-shadow} {:level 17, :type :mysteries-of-shadow}], :name "Shadow Caller", :option-pack "Path of Shadows (Playtest)", :traits [{:description "When you choose this archetype at 3rd level, you tap into the various secret arts of shadow magic, referred to as mysteries. Mysteries reach into the Shadowfell, channeling dark energy through your body and soul to create numerous effects.\nYou know any two mysteries of your choice, which are detailed in the “Mysteries of Shadow” section below. You learn two additional mysteries of your choice at 9th level and a single additional mystery of your choice at 13th and 17th level.\nWhenever you gain a level in this class, you can replace one mystery that you already know with a different mystery.\nDark Energy. To fuel your mysteries, you have a pool of dark energy that you have gathered from the Plane of Shadow. This pool has a number of points equal to 2 + half your rogue level. Dark energy points are expended when you use them. You regain all of your expended dark energy when you finish a short or long rest.\nMystery Ability. Charisma is your governing ability for your mysteries, as you control the shadows with your own force of will. If a mystery acts as a spell, your Charisma score is used as the spellcasting ability for that effect, if needed.\n\nMystery save DC = 8 + your proficiency bonus + your Charisma modifier\nMystery attack modifier = your proficiency bonus + your Charisma modifier\n\nCasting Mysteries of Shadow. Most mysteries allow you to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.\nYou can spend additional dark energy points to increase the power of a mystery spell you cast, provided that the spell has an enhanced effect at a higher level, as shadow stream* does. The spell’s level increases by 1 for each additional dark energy point you spend. For example, if you are a 3rd-level rogue and use Black Fire to cast shadow stream*, you can spend 2 dark energy points to cast it as a 2nd-level spell (the mystery’s base cost of 1 dark energy point plus 1).\nThe maximum number of dark energy points you can spend on a single use of a mystery (whether that mystery acts as a spell or not) is determined by your rogue level, as shown in the Mysteries and Dark Energy Points table.\nMysteries and Dark Energy Points\nRogue Levels Maximum Dark Energy Points\n3rd–8th 2\n9th–12th 3\n13th–16th 4\n17th –20th 5", :level 3, :name "Shadowcaster"} {:description "Also at 3rd level, you learn how to cast the find familiar spell, but only as a ritual. Instead of summoning a separate creature, your shadow separates from you and takes the form of the familiar. The familiar is treated as an undead creature, rather than a celestial, fiend, or fey.\nRather than disappear into a pocket dimension when you temporarily dismiss the familiar, it instead turns back into your shadow until you call it again.\nThe familiar can use your Dexterity (Stealth) bonus in place of its own, should yours be higher, and its hit points total is equal to half your maximum hit points. ", :level 3, :name "Shadow Familiar"} {:description "Starting at 9th level, you can weave shadow magic into your Cunning Action feature. You gain one of the following features of your choice.\nDark Passage. When you use your Cunning Action feature to Disengage, you ignore difficult terrain. Additionally, the area within 5 feet of your movement path fills with distorting shadowstuff, which remains until the start of your next turn. Hostile creatures moving through that area move at half speed, while friendly creatures that move through that area ignore difficult terrain.\nShadow Jump. When you use your Cunning Action feature to Dash, you can forgo the extra movement provided by the Dash action to instead teleport to an unoccupied space you can see. You can teleport up to 60 feet in this way, and both the start and end points must be in dim light, darkness, or magical darkness.\nSlip Away. When you use your Cunning Action feature to Hide, you can choose to turn invisible. You become visible again after 1 minute or if you take an action or reaction, whichever comes first. Once you become visible, you can’t become invisible again with this feature for 1 minute.", :level 9, :name "Shrouded Action"} {:description "Starting at 13th level, when you use your Cunning Action feature, you can grant its effects to your familiar, rather than using the Cunning Action yourself. It benefits from the Cunning Action on its next turn.\nWhenever you use a mystery, you can have it originate from your shadow familiar, rather than you. You must use your own senses and statistics to direct the mystery, and must have line of sight (or be seeing through the familiar’s senses, as described in find familiar) to do so.", :level 13, :name "Bound Shadows"} {:description "When you reach 17th level, you can use an action on your turn to morph your shadow familiar into a more powerful form. The familiar transforms into a single creature of your choice you could summon with a conjure celestial, conjure elemental, or conjure fey spell cast from a 7th-level spell slot. It gains the chosen creature’s statistics, including hit points, and appears as a shadowy, twisted version of the creature. It still counts as your shadow familiar for the purpose of your Shadow Familiar and Bound Shadows features.\nThe familiar remains transformed for 1 minute, until your concentration is broken (as if concentrating on a spell), or until it is reduced to 0 hit points, whichever comes first, after which it returns to its original form. When the familiar turns back into its original form (for any reason), its hit points are restored to the amount it had before it transformed.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 17, :name "Dark Metamorphosis"}]}, :path-of-the-twilight-veil {:class :nightblade, :key :path-of-the-twilight-veil, :level-modifiers [], :name "Path of the Twilight Veil", :option-pack "Path of Shadows (Playtest)", :traits [{:description "At 1st level, choose any two of the following cantrips: dancing lights, friends, light, minor illusion, prestidigitation, or vicious mockery. You use Charisma as your casting ability for these cantrips. You learn an additional cantrip from this list at 6th and 15th levels.", :name "Twilight Magic"} {:description "At 3rd level, you can create a soothing pattern of colors around a creature’s eyes, making the creature more open to suggestion.\nAs an action on your turn, you can target a creature within 30 feet of you with this feature. The target must succeed on an Intelligence saving throw against your nightblade spell save DC. If it fails, the creature is charmed by you until the end of your next turn.\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. You have no special control over the charmed creature. The charming effect ends if it moves further than 30 feet from you or if you can no longer see the creature. Blind and sightless creatures automatically succeed on their saving throws against this feature, as do undead and constructs.\nOnce the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.", :level 3, :name "Entrancing Veil"} {:description "At 7th level, you have advantage on concentration checks to maintain illusion and enchantment spells, and you can no longer be charmed.\nAdditionally, creatures you have charmed have disadvantage on attack rolls made against your allies and on Intelligence (Investigation) checks to determine your illusions are fake. The creature must be able to see you to have these penalties.", :level 7, :name "Beguiler’s Influence"} {:description "Beginning at 11th level, you expand your knowledge of enchantment and illusion spells. You can choose a single enchantment or illusion spell of 6th level from any class’s spell list. You can cast that spell once without expending a spell slot. You must finish a long rest before you can do so again.\nYou gain additional enchantment or illusion spells at higher levels that can be cast in the same way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of these spells when you finish a long rest.\nAt your option, instead of gaining one of these spells, you can gain an enchantment or illusion spell from any class that is of a level you can cast, as shown on the nightblade table. The chosen spell counts as a nightblade spell for you, but it doesn’t count against the number of nightblade spells you know.", :level 11, :name "Illusory Arcana"} {:description "Starting at 15th level, you can use your Entrancing Veil feature on up to two creatures with a single action, and can extend both with your action. If you use Entrancing Veil on only one creature, you can extend it as a bonus action instead of an action.\nWhile you have a creature charmed by your Entrancing Veil, you can use your action to distort the veil, creating a twisting pattern of shadows and lights. All creatures charmed with your Entrancing Veil must make an Intelligence saving throw against your nightblade spell save DC. If it fails, roll a d6 and apply the resulting effect to that creature:\nd6 Effect\n1-2 The creature is thrown off balance and falls prone.\n3-4 The creature’s vision is overwhelmed; it is blinded until the start of your next turn.\n5 The creature is disoriented; it is incapacitated until the start of your next turn.\n6 The creature is unable to think; it is stunned until the start of your next turn.\nIf a creature succeeds on its saving throw, you cannot use Distorting Veil on it again until you finish a long rest.", :level 15, :name "Distorting Veil"}]}, :oath-of-radiance {:class :paladin, :key :oath-of-radiance, :level-modifiers [], :name "Oath of Radiance", :option-pack "Path of Shadows (Playtest)", :paladin-spells {1 {0 :detect-evil-and-good, 1 :faerie-fire}, 2 {0 :continual-flame, 1 :moonbeam}, 3 {0 :daylight, 1 :spirit-guardians}, 4 {0 :banishment, 1 :fire-shield}, 5 {0 :banish-shadows, 1 :flame-strike}}, :traits [{:description "When you take this oath at 3rd level, you gain the following two Channel Divinity options.\nDivine Radiance. As an action, you can present your holy symbol to create brilliant light. All magical darkness within 40 feet is dispelled. For 1 minute, bright light shines in a 20-foot radius, with dim light for 20 feet beyond that, and cannot be darkened by any means. The area of bright light counts as direct sunlight for the purpose of creatures weak to sunlight. The area does not move with you, if you move.\nWarding Light. As an action, you present your holy symbol and evoke several small motes of light to protect allies from harm. You create a number of motes of light equal to one-quarter your paladin level + your Charisma modifier (a minimum of 1). The motes then move to and protect allies you designate within 30 feet of you. You designate which ally a given mote protects, and it always stays with that ally, even if it moves away from you. The motes glow about as brightly as a candle.\nOnce per turn when a creature that is protected by a mote is dealt damage, that creature can destroy a mote to create a barrier of light against the attack, reducing the damage it takes by an amount equal to 1d8 + your Charisma modifier + half your paladin level. Only a single mote can be used against a given attack. \nThe motes last for 1 minute or until expended, as described above.", :level 3, :name "Channel Divinity"} {:description "Beginning at 7th level, you and friendly creatures within 10 feet of you cannot be blinded. Invisible creatures within 10 feet of you become visible, though they become invisible again if they move outside this area (assuming the source of the invisibility has duration remaining). These effects only last while you are conscious. Mundane means of blocking sight (such as placing a blindfold over your eyes) and heavily obscured areas (such as fog) still prevent allies from seeing around them.\nAt 18th level, the range of this aura increase to 30 feet.", :level 7, :name "Aura of Clarity"} {:description "At 15th level, your Warding Light flashes brightly enough to sear attackers. When an ally affected by your Warding Light expends a mote to protect itself from an attack, if the attacker is attacking with a melee attack, the attacker must make a Dexterity saving throw against your paladin spell save DC. It takes radiant damage equal to the damage that was prevented by the Warding Light, or half as much on a successful save.\n", :level 15, :name "Painful Flare"} {:description "At 20th level, you can cover your entire body and equipment with scintillating light. As an action on your turn, you begin emitting this brilliant aura. For 1 minute, you gain the following benefits:\n• Bright light shines from you to a 20 foot radius, with dim light for another 20 feet beyond that. This light suppresses magical darkness effects in its area.\n• You are immune to radiant damage and resistant to necrotic damage.\n• All of your weapon attacks deal radiant damage, instead of their normal damage. Radiant damage you deal (including damage from your Painful Flare feature) ignores resistance to radiant damage (but not immunity).\n• Enemies that start or end their turn within 10 feet of you must make a Constitution saving throw against your paladin spell save DC or be blinded until the start of their next turn.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 20, :name "Shining Splendor"}]}, :path-of-the-darkened-fortres {:class :nightblade, :key :path-of-the-darkened-fortres, :level-modifiers [{:level 7, :type :damage-resistance, :value :bludgeoning} {:level 7, :type :damage-resistance, :value :piercing} {:level 7, :type :damage-resistance, :value :slashing}], :name "Path of the Darkened Fortres", :option-pack "Path of Shadows (Playtest)", :traits [{:description "At 1st level, you can animate a field of penumbral force to briefly protect yourself and allies. With your reaction, you create the guardian shroud in a 10-foot radius sphere, centered on your space. The shroud does not move with you, if you move.\nFriendly creatures within the guardian shroud gain your choice of either advantage on all saving throws or resistance to all damage. You can make a different choice each time you use this feature. The shroud lasts until the end of your next turn.\nOnce you use this feature, you can’t use it again until you finish a short or long rest. At 11th level, you can use this feature twice before needing to rest.", :name "Guardian Shroud"} {:description "At 3rd level, you can use your arcane power to coat your weapon with dark energies. As a bonus action on your turn, you can expend one spell slot to coat a weapon you are wielding, enhancing its damage. The enhancement lasts for 1 hour.\nAs long as the enhancement lasts, the weapon is considered magic for overcoming resistances and deals additional damage of the same type the weapon normally deals on a hit. The damage is based on what spell slot you use: 1d6 (1st), 1d8 (2nd), 1d10 (3rd), 2d6 (4th), and 2d8 (5th or higher).\nThis bonus only works while you wield the weapon. Ranged weapons impart the bonus damage on their ammunition. The effects of dark armament end if the weapon is more than 5 feet away from you for at least 1 minute.\nThe effects of the armament interfere with other beneficial magic: a weapon coated with your dark armament cannot be enhanced further by other spells that improve weapons, such as magic weapon or elemental weapon. It doesn’t interfere with the weapon’s own magical properties, if any.", :level 3, :name "Dark Armament"} {:description "Beginning at 7th level, you maintain a constant barrier of darkness to protect yourself. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.", :level 7, :name "Shadow Raiment"} {:description "Starting at 11th level, your mastery of shadow creations improves your abilities.\nWhen you use your Guardian Shroud feature, you can have it appear centered on a friendly creature within 30 feet of you that you can see. The shroud doesn’t move with the creature, if it moves.\nWhen you critically hit with a weapon enhanced by your Dark Armament, you regain a shadow surge. This can’t put you above your maximum number of surges and can only occur once per round.\nWhile in dim light, darkness, or magical darkness, your Shadow Raiment feature grants resistance to bludgeoning, piercing, and slashing damage from any source, not just non-magical weapons.", :level 11, :name "Armory of Night"} {:description "When you reach 15th level, you can slip your weapon into the Shadowfell and have it reappear from a nearby creature’s shadow. Whenever you make a weapon attack, you can have the attack originate from the shadow of a willing creature that you can see and is within 30 feet of you. In effect, you can make weapon attacks as if you were standing in that creature’s space.\nYou cannot make opportunity attacks in this way. You can’t use this feature to attack from a willing creature’s space if it doesn’t cast a shadow or if it’s in an area of magical darkness.", :level 15, :name "Phantom Strike"}]}, :dream-eater {:class :warlock, :key :dream-eater, :level-modifiers [{:level 1, :type :spell, :value {:ability :cha, :key :sleep, :level 1}}], :name "Dream Eater", :option-pack "Path of Shadows (Playtest)", :traits [{:description "At 1st level, magic, poisons, and other effects (such as a brass dragon’s sleep breath) can no longer put you to sleep unless you allow it.\nAdditionally, you add sleep to your list of warlock spells known. It doesn’t count against your number of spells known. When you cast sleep, the number of hit points of creatures you can affect is increased by an amount equal to 1d8 + your warlock level. ", :name "Dreamspinner"} {:description "Beginning at 6th level, incapacitated creatures have disadvantage on their saving throws against warlock spells you cast.\nWhen a hostile creature within 30 feet of you that is incapacitated loses that condition, it must make a Wisdom saving throw against your warlock spell save DC. Failure makes it frightened of you until the end ofits next turn.", :level 6, :name "Phantasmagoria"} {:description "Starting at 10th level, you learn to capture dreams, both benign and nightmarish. You can no longer be frightened, and both you and friendly creatures within 100 feet of you are immune to the negative effects of the dream spell and similar effects that would prevent you from resting. You can remember dreams you have as easily as you remember normal events, should you desire to do so.\nAs long as you are awake, you can view the dreams of sleeping creatures within 30 feet of you, though due to the nature of dreams they are often hard-tofollow or disjointed. What information or insights into the creature you gain are subject to the DM, but the information (if any) shouldn’t be any more than could be gathered from a detect thoughts spell.\nCreatures whose minds cannot be read cannot have their dreams viewed with this feature.", :level 10, :name "Dreamcatcher"} {:description "At 14th level, you can unleash a wave of nightmarish force, tormenting creatures near you. As an action on your turn, all hostile creatures within 30 feet of you must make a Wisdom saving throw against your warlock spell save DC. Failure causes varying effects, depending on the status of the creature.\nConscious creatures fall asleep, becoming unconscious until the end of your next turn, until they take damage, or until another creature uses its action to wake the sleeping creature, whichever comes first. A creature that is already unconscious cannot wake up by any means until the end of your next turn, and automatically fails its saving throw against your Phantasmagoria feature to avoid becoming frightened when it wakes up (assuming it is within 30 feet of you at the time). Additionally, you gain temporary hit points equal to five times the number of creatures that failed their saving throw.\nUndead, constructs, and creatures that cannot be charmed are immune to this effect. Due to your connection to dreams and nightmares, you can use this feature while you are unconscious, even though you would normally not be able to take actions. Once you use this feature, you can’t use it again until you finish a long rest.", :level 14, :name "Feast of Nightmares"}], :warlock-spells {1 {0 :dissonant-whispers, 1 :fog-cloud}, 2 {0 :silence, 1 :web}, 3 {0 :deep-slumber, 1 :storm-of-shadows}, 4 {0 :evards-black-tentacles, 1 :phantasmal-killer}, 5 {0 :dominate-person, 1 :insect-plague}}}, :path-of-the-ravaging-void {:class :nightblade, :key :path-of-the-ravaging-void, :level-modifiers [], :name "Path of the Ravaging Void", :option-pack "Path of Shadows (Playtest)", :traits [{:description "At 1st level, choose any two of the following cantrips: acid splash, fire bolt, ray of frost, shocking grasp, or thunderclap. You use Charisma as your casting ability for these cantrips. You learn an additional cantrip from this list at 6th and 15th levels.\n", :name "Void Initiate"} {:description "Beginning at 3rd level, you can create a sphere of arcane power that forcefully replaces energy with shadowstuff, changing its damage type.\nAs a bonus action on your turn, you can create the elemental shade in a 15-foot-radius sphere, centered on a point within 50 feet of you. When you do so, choose one damage type from acid, cold, fire, lightning, or thunder. Any damage dealt in the area of the elemental shade that is of one of these five types instead deals damage of the type you chose.\nThe elemental shade lasts for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.", :level 3, :name "Elemental Shade"} {:description "At 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.\nYou also gain one additional use of your Umbral Spell feature per long rest. Whenever you use your Umbral Spell feature, instead of its normal function, you can choose to cast an evocation spell from the Shadow spell list (see Shadow Spell List on page 16) without spending a spell slot.\nYou can cast any evocation spell from the Shadow spell list whose level is less than or equal to half your nightblade level (rounded up), to a maximum of 9th level spells at 17th level. You can only cast a single spell of a given level before you finish a long rest. For example, if you were 17th level, you could cast a 4th, 6th, 8th, and 9th level evocation spell, but you couldn’t cast two 6th level evocation spells before completing a long rest.", :level 7, :name "Shadow Energy"} {:description "Starting at 11th level, you can use shadowstuff to protect yourself from energy attacks while enhancing your own. When you finish a long rest, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain resistance to that damage type until you choose a different one with this feature.\nIn addition, when you deal damage of the selected type with an evocation spell or shadow evocation you cast, or deal any type of damage with a cantrip from your Void Initiate feature, you can add your Charisma modifier to the damage roll.\nThis also applies to evocation or shadow evocation spells you cast whose damage type is changed to the selected type with your Elemental Shade feature.", :level 11, :name "Elemental Empowerment"} {:description "When you reach 15th level, you can replace your entire being with shadowstuff, becoming a conduit for destructive planar energy. Using your action, you can assume the form of the shadow avatar for 1 minute, gaining a number of bonuses and penalties:\n• Whenever you cast a nightblade evocation spell or the shadow evocation spell, you can cast it as a bonus action instead. This doesn’t apply to any spells from the Shadow spell list you cast with your Shadow Energy feature.\n• You gain a +10 bonus on Dexterity (Stealth) checks made in dim light, darkness, or magical darkness.\n• You have resistance to cold and lightning damage.\n• You gain vulnerability to radiant damage. In addition, you are poisoned as long as you are in direct sunlight.\nOnce you use this feature, you can’t use it again until you finish a long rest.", :level 15, :name "Shadow Avatar"}]}, :circle-of-the-stars {:class :druid, :key :circle-of-the-stars, :level-modifiers [], :name "Circle of the Stars", :option-pack "Path of Shadows (Playtest)", :traits [{:description "When you choose this circle 2nd level, you can create waves of healing light to aid nearby allies. As an action on your turn, you can heal either yourself or a single creature within 30 feet of you that you can see a number of hit points equal to half your druid level + your Wisdom modifier.\nYou can use this feature a number of times equal to 1 + your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.", :level 2, :name "Cleansing Light"} {:description "Starting at 2nd level, you learn to don the mantle of stars, a mystical cloak that enhances your restorative powers without changing your shape. However, the mantle’s power interferes with beneficial magic cast upon you.\nYou can use a bonus action and expend a use of your Wild Shape feature to don the mantle, and it lasts for the same duration as your Wild Shape. You can remove the mantle as a bonus action on your turn. The mantle is also removed if you fall unconscious, drop to 0 hit points, or die. You cannot use Mantle of Stars at the same time that you are using Wild Shape.\nWhile wearing the mantle of stars, the following rules apply:\n• Your emit a faint glow, creating dim light within 30 feet of you.\n• You cannot speak. However, you ignore the verbal components of druid spells you cast while wearing the mantle.\n• Whenever you cast a spell of 1st level or higher that restores hit points to a creature other than you, that creature gains additional hit points equal to 2 + the spell’s level.\n• You can use your Cleansing Light feature as a bonus action on your turn, instead of an action, and its healing is increased to an amount equal to your druid level + your Wisdom modifier.\n• You have advantage on concentration checks to maintain spells that only target you or your allies.\n• Spells and effects that restore hit points to you only heal half their normal amount. \n", :level 2, :name "Mantle of Stars"} {:description "At 6th level, when you use your Mantle of Stars feature, choose a single ability score. You can make a different choice each time. You and allies within 30 feet of you have advantage on saving throws made with that ability score so long as you are wearing your mantle.", :level 6, :name "Guiding Light"} {:description "Beginning at 10th level, you can expend two uses of your Wild Shape to create a more powerful Mantle of Stars, gaining extra powers. These benefits are in addition to the normal effects of your Mantle of Stars:\n• You have resistance to your choice of either acid, cold, fire, lightning, or thunder damage, chosen when you don the mantle. You can make a different choice each time.\n• Whenever you cast a spell of 1st level or higher that targets one or more allies, you can select a number of those targets up to your Wisdom modifier. Each of the chosen targets gains resistance to the same damage type you chose with this feature until the end of your next turn.\n• When you use your Cleansing Light feature, you also cleanse the target of ailments, as if you had cast lesser restoration on it.", :level 10, :name "Cloak of Constellations"} {:description "At 14th level, when you cast a spell of 1st level or higher that requires you to concentrate and targets only you and your allies, you can designate one of the targets to be surrounded by soothing lights. You must choose which ally to benefit from this feature when you cast the spell, and can make a different choice each time you cast a spell.\nAt the start of each of your turns that you maintain the spell, the chosen ally regains hit points equal to the level of the spell + your Wisdom modifier. This can’t heal an ally above half their maximum hit points, and does not function if the ally is already at 0 hit points.", :level 14, :name "Starry Restoration"}]}, :college-of-secrecy {:class :bard, :key :college-of-secrecy, :level-modifiers [{:level 3, :type :spell, :value {:key :message}}], :name "College of Secrecy", :option-pack "Path of Shadows (Playtest)", :traits [{:description "When you join the College of Secrecy at 3rd level, you gain proficiency with any three tools or languages of your choice, except secret languages like Druidic.\nYou also learn the message cantrip. If you already know this cantrip, you learn a different bard cantrip of your choice. The cantrip doesn’t count against your cantrips known.\n", :level 3, :name "Bonus Proficiencies"} {:description "Also at 3rd level, when events don’t transpire the way you want, you can attempt to make creatures forget what happened. By using your action and expending one of your uses of Bardic Inspiration, you can cause a number of creatures to forget witnessing the event.\nRoll the Bardic Inspiration die. You can target a number of creatures you can see up to the result of the die roll. Each targeted creature must make an Intelligence saving throw against your bard spell save DC or forget any events that happened since the beginning of your last turn (roughly 12 seconds).\nThis may allow retrying certain skill checks, like a Persuasion or Deception check. A creature that cannot be charmed is immune to this effect. Once a creature has been targeted by this feature, whether its makes its saving throw or not, you cannot affect it again until you finish a short or long rest.", :level 3, :name "Memory Lapse"} {:description "At 6th level, you can cast any divination spell of 5th level or lower you know as a ritual, as described in Chapter 10 of the Player’s Handbook, even if that spell normally can’t be cast as a ritual.\nWhenever a creature fails an Intelligence, Wisdom, or Charisma saving throw against a bard spell you cast, you can use a bonus action to read a bit of their thoughts, as if you used detect thoughts and the target failed its saving throw for you to probe deeper into their mind. Once a creature has been affected by this feature, it can’t be targeted again until you finish a short or long rest. ", :level 6, :name "Secrets Revealed"} {:description "Beginning at 14th level, you can no longer be targeted by any divination effects, as if under a constant nondetection spell, unless you allow them to affect you. This effect extends to any objects in your possession.\nYour thoughts can’t be read by telepathy or other means unless you allow it.", :level 14, :name "Enigma"}]}, :darkness {:class :cleric, :cleric-spells {1 {0 :fog-cloud, 1 :shadow-stream}, 2 {0 :blindness-deafness, 1 :darkness}, 3 {0 :nondetection, 1 :wall-of-darknes}, 4 {0 :evards-black-tentacles, 1 :greater-invisibility}, 5 {0 :banish-light, 1 :mislead}}, :key :darkness, :level-modifiers [], :name "Darkness", :option-pack "Path of Shadows (Playtest)", :profs {:skill-options {:choose 2, :options {:acrobatics true, :athletics true, :deception true, :sleight-of-hand true, :stealth true}}}, :traits [{:description "At 1st level, you gain proficiency with any two of the following weapons of your choice: hand crossbow, longsword, rapier, or shortsword. You also gain proficiency in two of the following skills of your choice: Acrobatics, Athletics, Deception, Sleight of Hand, or Stealth.", :name "Bonus Proficiencies"} {:description "Also at 1st level, you gain darkvision to a range of 60 feet. If you already have darkvision, its range extends by 30 feet, instead.\nYou can use your action to touch a willing creature to grant it darkvision with the same range that you have. The effect lasts for 1 hour or until you use this feature again.", :name "Initiate of Darkness"} {:description "Starting at 2nd level, you can use your Channel Divinity to invoke the darkness of night, banishing light and temporarily blinding foes.\nAs an action, you present your holy symbol, and any magic light effects within 30 feet of you is dispelled. The affected area’s lighting becomes dim light for 1 minute, regardless of existing light. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw or be blinded until the end of your next turn. A creature that has total cover from you is not affected.", :level 2, :name "Channel Divinity: Curtain of Night"} {:description "At 6th level, you can now see through magical darkness to the same range as your normal darkvision.\nWhenever a creature that is in dim light, darkness, or magical darkness fails its first saving throw against a cleric spell you cast, you can reduce the creature’s speed to 0 until the start of your next turn.", :level 6, :name "Dark Embrace"} {:description "At 8th level, you gain the ability to infuse your weapon strikes with withering darkness. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.", :level 8, :name "Divine Strike"} {:description "At 17th level, creatures have disadvantage on any opportunity attacks they make against you.\nAdditionally, while in dim light, darkness, or magical darkness, you are unhindered by difficult terrain and can walk on steep inclines, walls, and ceilings and easily as walking on the ground.", :level 17, :name "Walk Among Shadows"}]}, :path-of-the-ghost-walker {:class :barbarian, :key :path-of-the-ghost-walker, :level-modifiers [], :name "Path of the Ghost Walker", :option-pack "Path of Shadows (Playtest)", :traits [{:description "At 3rd level, while raging you are surrounded by haunting spirits. The specters move about you in a 10-foot-radius sphere, centered on you. The spirits grant you resistance to necrotic damage. Hostile creatures within the sphere move at half speed, while creatures outside of the sphere have disadvantage on attack rolls against you, the spirits obscuring you.\nCreatures with blindsight do not have disadvantage on their attacks against you for being outside the spectral shield.", :level 3, :name "Spectral Shield"} {:description "At 6th level, you can no longer be possessed.\nYou can also beseech the spirits of the world to guide you and your allies. You can cast the divination spell, but only as a ritual, as described in chapter 10 of the Player’s Handbook.\nWhen you cast divination in this way, a multitude of spirits briefly enter your body. Your allies must ask the question for the divination, and the spirits answer through you, sounding as dozens of voices speaking the reply in unison.", :level 6, :name "One With the Spirits"} {:description "At 10th level, when you move while raging you can become incorporeal, as a ghost. While incorporeal, you cannot be grappled or restrained, and you can move through objects and creatures as if they were difficult terrain. If you end your turn inside of an object or creature, you take 1d10 force damage.\nYou cannot use this feature to turn incorporeal if you are already grappled or restrained before moving", :level 10, :name "Ghost Walk"} {:description "At 14th level, you can cause the bonus damage from your Rage and the extra damage you deal with your Brutal Critical feature to be necrotic damage, instead of the same type as your weapon.\nAdditionally, when you hit a foe with a melee weapon attack you can cause spirits to flow through you and enter your foe, cursing them as a bestow curse spell. You do not have to maintain concentration on the effect, and it lasts for 1 minute.\nUnlike normal bestow curse, the target must make Charisma saving throws instead of Wisdom saving throws against the effect, as it is caused by the spirits haunting the creature (DC 8 + your proficiency bonus + your Constitution modifier).\nYou can only have one creature cursed at a time in this way; attempting to curse another creature frees any other cursed creature from the effect. Creatures that cannot be possessed by undead are unaffected.\nOnce a creature has been targeted by this feature, whether it made its saving throw or not, it cannot be cursed again until you finish a long rest.\n", :level 14, :name "Geist Blade"}]}, :path-of-the-eternal-night {:class :nightblade, :key :path-of-the-eternal-night, :level-modifiers [{:level 7, :type :damage-resistance, :value :necrotic}], :name "Path of the Eternal Night", :option-pack "Path of Shadows (Playtest)", :traits [{:description "At 1st level, once per round when you kill a creature you can absorb some of its power, gaining one of the following effects. You don’t benefit from this feature for killing a construct:\n• Gain a bonus on weapon damage rolls equal to your proficiency bonus until the end of your next turn.\n• Grant yourself temporary hit points equal to half your nightblade level plus your Charisma modifier (a minimum of 1 hit point). \n", :name "Death Knell"} {:description "Starting at 3rd level, you can interweave your attacks with pulses of deathly energy. Whenever you take the Attack action on your turn, you can expend one spell slot to create a burst of necrotic energy in a 5-foot radius sphere, centered on you. This is in addition to the attacks you make.\nEach creature within the sphere takes 1d6 necrotic damage per spell slot used, to a maximum of 5d6. A creature can make a Constitution saving throw against your nightblade spell save DC to take only half damage. You are immune to the effects of your own corruption.", :level 3, :name "Corruption"} {:description "At 7th level, you gain resistance to necrotic damage and can no longer be magically aged. You and friendly creatures within 20 feet of you have advantage on death saving throws.\nIn addition, when you use your Death Knell feature, you can choose one of the following effects:\n• Gain a bonus on attack rolls equal to half your proficiency bonus until the end of your next turn.\n• Gain a shadow surge. This can’t put you above your maximum number of surges.", :level 7, :name "Death Attunement"} {:description "Beginning at 11th level, the damage dealt by your corruption increases by 1d6. Creatures that are damaged by your Corruption feature have disadvantage on the next saving throw they make against a necromancy spell or shadow necromancy spell you cast before the end of your next turn.\nIn addition, you can cause your Corruption to take any of the following forms. You can choose a different form each time you use Corruption:\n• 30-foot line, originating from you.\n• 15-foot cone, originating from you.\n• 10-foot sphere, centered on you.", :level 11, :name "Improved Corruption"} {:description "Starting at 15th level, you can use your action to animate your shadow into a specter of death, bringing foes closer to death’s embrace.\nHostile creatures within 20 feet of you lose their resistance to necrotic damage (if they have it, though they keep any necrotic immunity they have). Upon creating the shadow of death and at the start of each of your turns, hostile creatures within 20 feet of you must make a Constitution saving throw against you nightblade spell save DC or become poisoned until the start of your next turn.\nAdditionally, once per round when a hostile creature within 20 feet of you dies, you can use your Death Knell feature, even if you weren’t the one to kill it.\nThis effect lasts for 1 minute or until you lose concentration (as if you are concentrating on a spell). Once you use this feature, you can’t use it again until you finish a long rest.", :level 15, :name "Shadow of Death"}]}}}, "XGtE Spells (LunaMoonbringer#2094)" {:orcpub.dnd.e5/spells {:dawn {:description "The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.\nIf you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.", :key :dawn, :school "evocation", :name "Dawn", :duration "Concentration, up to 1 minute", :level 5, :option-pack "XGE Spells", :components {:material true, :material-component "a sunburst pendant worth at least 100 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:cleric true, :wizard true}, :range "60 feet"}, :summon-greater-demon {:description "You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.\nAt the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. ", :key :summon-greater-demon, :school "conjuration", :name "Summon Greater Demon", :duration "Concentration, up to 1 hour", :level 4, :option-pack "XGE Spells", :components {:material true, :material-component "a vial of blood from a humanoid killed within the past 24 hours", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :steel-wind-strike {:description "You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. ", :key :steel-wind-strike, :school "conjuration", :name "Steel Wind Strike", :duration "Instantaneous", :level 5, :option-pack "XGE Spells", :components {:material true, :material-component "a melee weapon worth at least 1 sp", :somatic true}, :casting-time "1 action", :spell-lists {:paladin true, :wizard true}, :range "30 feet"}, :druid-grove {:description "You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. \nThe spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.\nSolid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.\nGrasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.\nGrove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.\nAdditional Spell Effect. You can place your choice of one of the following magical effects within the warded area:\n A constant gust of wind in two locations of your choice\n Spike growth in one location of your choice\n Wind wall in two locations of your choice\nTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless. ", :key :druid-grove, :school "abjuration", :name "Druid Grove", :duration "24 hours", :level 6, :option-pack "XGE Spells", :components {:material true, :material-component "mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon", :somatic true, :verbal true}, :casting-time "10 minute", :spell-lists {:druid true}, :range "Touch"}, :crown-of-stars {:description "Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.\nAt Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th. ", :key :crown-of-stars, :school "evocation", :name "Crown of Stars", :duration "1 hour", :level 7, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :toll-the-dead {:description "You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.\nThe spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). ", :key :toll-the-dead, :school "necromancy", :name "Toll the Dead", :duration "Instantaneous", :level 0, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:cleric true, :warlock true, :wizard true}, :range "60 feet"}, :power-word-pain {:description "You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.", :key :power-word-pain, :school "enchantment", :name "Power Word Pain", :duration "Instantaneous", :level 7, :option-pack "XGE Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :enervation {:description "A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.\nAt Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. ", :key :enervation, :school "necromancy", :name "Enervation", :duration "Concentration up to 1 minute", :level 5, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :mind-spike {:description "You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. ", :key :mind-spike, :school "divination", :name "Mind Spike", :duration "Concentration, up to 1 hour", :level 2, :option-pack "XGE Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :wrath-of-nature {:description "You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.\nGrasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.\nTrees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.\nRoots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.\nRocks: As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.", :key :wrath-of-nature, :school "evocation", :name "Wrath of Nature", :duration "Concentration, up to 1 minute", :level 5, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :ranger true}, :range "120 feet"}, :tiny-servant {:description "You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.\nAs a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd. ", :key :tiny-servant, :school "transmutation", :name "Tiny Servant", :duration "8 hours", :level 3, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:sorcerer false, :warlock false, :wizard true}, :range "Touch"}, :invulnerability {:description "You are immune to all damage until the spell ends. ", :key :invulnerability, :school "abjuration", :name "Invulnerability", :duration "Concentration, up to 10 minutes", :level 9, :option-pack "XGE Spells", :components {:material true, :material-component "a small piece of adamantine worth at least 500 gp, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Self"}, :mighty-fortress {:description "A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.\nThe fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.\nA staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.\nAfter 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.", :key :mighty-fortress, :school "conjuration", :name "Mighty Fortress", :duration "Instantaneous", :level 8, :option-pack "XGE Spells", :components {:material true, :material-component "a diamond worth at least 500 gp, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:wizard true}, :range "1 mile"}, :find-greater-steed {:description "You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.\nYou control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.\nYou can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. ", :key :find-greater-steed, :school "conjuration", :name "Find Greater Steed", :duration "Instantaneous", :level 4, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "10 minutes", :spell-lists {:paladin true}, :range "30 feet"}, :shadow-blade {:description "You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.", :key :shadow-blade, :school "illusion", :name "Shadow Blade", :duration "Concentration, up to 1 minute", :level 2, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :summon-lesser-demons {:description "You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.\nd6 Demons Summoned\n1–2 Two demons of challenge rating 1 or lower\n3–4 Four demons of challenge rating 1/2 or lower\n5–6 Eight demons of challenge rating 1/4 or lower\nThe DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.\nAs part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.", :key :summon-lesser-demons, :school "conjuration", :name "Summon Lesser Demons", :duration "Concentration, up to 1 hour", :level 3, :option-pack "XGE Spells", :components {:material true, :material-component "a vial of blood from a humanoid killed within the past 24 hours", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :illusory-dragon {:description "By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature. When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.\nAs a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.\nThe illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.", :key :illusory-dragon, :school "illusion", :name "Illusory Dragon", :duration "Concentration, up to 1 minute", :level 8, :option-pack "XGE Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "120 feet"}, :healing-spirit {:description "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. ", :key :healing-spirit, :school "conjuration", :name "Healing Spirit", :duration "Concentration, up to 1 minute", :level 2, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :ranger true}, :range "60 feet"}, :wall-of-light {:description "A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.\nWhen the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage.\nUntil the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.\nAt Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. ", :key :wall-of-light, :school "evocation", :name "Wall of Light", :duration "Concentration, up to 10 minutes", :level 5, :option-pack "XGE Spells", :components {:material true, :material-component "a hand mirror", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :temple-of-the-gods {:description "You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.\nYou make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.\nThe temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells. Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).\nThe temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent. ", :key :temple-of-the-gods, :school "conjuration", :name "Temple of the Gods", :duration "24 hours", :level 7, :option-pack "XGE Spells", :components {:material true, :material-component "a holy symbol worth at least 5 gp", :somatic true, :verbal true}, :casting-time "1 hour", :spell-lists {:cleric true}, :range "120 feet"}, :zephyr-strike {:description "You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. ", :key :zephyr-strike, :school "transmutation", :name "Zephyr Strike", :duration "Concentration, up to 1 minute", :level 1, :option-pack "XGE Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:ranger true}, :range "Self"}, :dragon-s-breath {:description "You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.\nAt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. ", :key :dragon-s-breath, :school "transmutation", :name "Dragon’s Breath", :duration "Concentration, up to 1 minute", :level 2, :option-pack "XGE Spells", :components {:material true, :material-component "a hot pepper", :somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :wizard true}, :range "Touch"}, :catnap {:description "You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. ", :key :catnap, :school "enchantment", :name "Catnap", :duration "10 minutes", :level 3, :option-pack "XGE Spells", :components {:material true, :material-component "a pinch of sand", :somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "30 feet"}, :sickening-radiance {:description "Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends. ", :key :sickening-radiance, :school "evocation", :name "Sickening Radiance", :duration "Concentration, up to 10 minutes", :level 4, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :synaptic-static {:description "You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. \nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. ", :key :synaptic-static, :school "enchantment", :name "Synaptic Static", :duration "Instantaneous", :level 5, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :word-of-radiance {:description "You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :word-of-radiance, :school "evocation", :name "Word of Radiance", :duration "Instantaneous", :level 0, :option-pack "XGE Spells", :components {:material true, :material-component "a holy symbol", :verbal true}, :casting-time "1 action", :spell-lists {:cleric true}, :range "5 feet"}, :scatter {:description "The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor. ", :key :scatter, :school "conjuration", :name "Scatter", :duration "Instantaneous", :level 6, :option-pack "XGE Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :shadow-of-moil {:description "Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.\nUntil the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. ", :key :shadow-of-moil, :school "necromancy", :name "Shadow of Moil", :duration "Concentration, up to 1 minute", :level 4, :option-pack "XGE Spells", :components {:material true, :material-component "an undead eyeball encased in a gem worth at least 150 gp", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true}, :range "Self"}, :chaos-bolt {:description "You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.\nd8 Damage Type\n1 Acid\n2 Cold\n3 Fire\n4 Force\n5 Lightning\n6 Poison\n7 Psychic\n8 Thunder\nIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st. ", :key :chaos-bolt, :school "evocation", :name "Chaos Bolt", :duration "Instantaneous", :level 1, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true}, :range "120 feet"}, :cause-fear {:description "You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\nAt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ", :key :cause-fear, :school "necromancy", :name "Cause Fear", :duration "Concentration, up to 1 minute", :level 1, :option-pack "XGE Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :infernal-calling {:description "Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.\nThe devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so.\nIf your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.\nAt Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. ", :key :infernal-calling, :school "conjuration", :name "Infernal Calling", :duration "Concentration, up to 1 hour", :level 5, :option-pack "XGE Spells", :components {:material true, :material-component "a ruby worth at least 999 gp", :somatic true, :verbal true}, :casting-time "1 minute", :spell-lists {:warlock true, :wizard true}, :range "90 feet"}, :charm-monster {:description "You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. \nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. ", :key :charm-monster, :school "enchantment", :name "Charm Monster", :duration "1 hour", :level 4, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :druid true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :life-transference {:description "You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. ", :key :life-transference, :school "necromancy", :name "Life Transference", :duration "Instantaneous", :level 3, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:cleric true, :wizard true}, :range "30 feet"}, :guardian-of-nature {:description "A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.\nPrimal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:\n Your walking speed increases by 10 feet.\n You gain darkvision with a range of 120 feet.\n You make Strength-based attack rolls with advantage.\n Your melee weapon attacks deal an extra 1d6 force damage on a hit.\nGreat Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:\n You gain 10 temporary hit points.\n You make Constitution saving throws with advantage.\n You make Dexterity- and Wisdom-based attack rolls with advantage.\n While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. ", :key :guardian-of-nature, :school "transmutation", :name "Guardian of Nature", :duration "Concentration, up to 1 minute", :level 4, :option-pack "XGE Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:druid true, :ranger true}, :range "Self"}, :mental-prison {:description "You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends. ", :key :mental-prison, :school "illusion", :name "Mental Prison", :duration "Concentration, up to 1 minute", :level 6, :option-pack "XGE Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "60 feet"}, :wall-of-sand {:description "You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there. ", :key :wall-of-sand, :school "evocation", :name "Wall of Sand", :duration "Concentration, up to 10 minutes", :level 3, :option-pack "XGE Spells", :components {:material true, :material-component "a handful of sand", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "90 feet"}, :psychic-scream {:description "You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends. ", :key :psychic-scream, :school "enchantment", :name "Psychic Scream", :duration "Instantaneous", :level 9, :option-pack "XGE Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :danse-macabre {:description "Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.\nYou can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more.\nAt Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th. ", :key :danse-macabre, :school "necromancy", :name "Danse Macabre", :duration "Concentration, up to 1 hour", :level 5, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :tensers-transformation {:description "You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:\n You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.\n You have advantage on attack rolls that you make with simple and martial weapons.\n When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.\n You have proficiency with all armor, shields, simple weapons, and martial weapons.\n You have proficiency in Strength and Constitution saving throws.\n You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. ", :key :tensers-transformation, :school "transmutation", :name "Tenser's Transformation", :duration "Concentration, up to 10 minutes", :level 6, :option-pack "XGE Spells", :components {:material true, :material-component "a few hairs from a bull", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:wizard true}, :range "Self"}, :create-homunculus {:description "While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus.\nThe statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus’s death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails. ", :key :create-homunculus, :school "transmutation", :name "Create Homunculus", :duration "Instantaneous", :level 6, :option-pack "XGE Spells", :components {:material true, :material-component "clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp", :somatic true, :verbal true}, :casting-time "1 hour", :spell-lists {:wizard true}, :range "Touch"}, :enemies-abound {:description "You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. ", :key :enemies-abound, :school "enchantment", :name "Enemies Abound", :duration "Concentration, up to 1 minute", :level 3, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :warlock true, :wizard true}, :range "120 feet"}, :ceremony {:description "You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.\nAtonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.\nBless Water. You touch one vial of water and cause it to become holy water.\nComing of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.\nDedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.\nFuneral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.\nWedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.", :key :ceremony, :school "abjuration", :name "Ceremony", :duration "Instantaneous", :level 1, :option-pack "XGE Spells", :components {:material true, :material-component "25 gp worth of powdered silver, which the spell consumes", :somatic true, :verbal true}, :casting-time "1 hour", :spell-lists {:cleric true, :paladin true}, :range "Touch"}, :maddening-darkness {:description "Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.\nShrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. ", :key :maddening-darkness, :school "evocation", :name "Maddening Darkness", :duration "Concentration, up to 10 minutes", :level 8, :option-pack "XGE Spells", :components {:material true, :material-component "a drop of pitch mixed with a drop of mercury", :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "150 feet"}, :holy-weapon {:description "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. \nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. ", :key :holy-weapon, :school "evocation", :name "Holy Weapon", :duration "Concentration, up to 1 hour", :level 5, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 bonus action", :spell-lists {:cleric true, :paladin true}, :range "Touch"}, :primal-savagery {:description "You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.\nThe spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). ", :key :primal-savagery, :school "transmutation", :name "Primal Savagery", :duration "Instantaneous", :level 0, :option-pack "XGE Spells", :components {:somatic true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :negative-energy-flood {:description "You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.\nIf you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points. ", :key :negative-energy-flood, :school "necromancy", :name "Negative Energy Flood", :duration "Instantaneous", :level 5, :option-pack "XGE Spells", :components {:material true, :material-component "a broken bone and a square of black silk", :verbal true}, :casting-time "1 action", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}, :mass-polymorph {:description "You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.\nEach target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.\nEach target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. ", :key :mass-polymorph, :school "transmutation", :name "Mass Polymorph", :duration "Concentration, up to 1 hour", :level 9, :option-pack "XGE Spells", :components {:material true, :material-component "a caterpillar cocoon", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :sorcerer true, :wizard true}, :range "120 feet"}, :primordial-ward {:description "You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends. ", :key :primordial-ward, :school "abjuration", :name "Primordial Ward", :duration "Concentration, up to 1 minute", :level 6, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true}, :range "Self"}, :thunder-step {:description "You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.\nYou can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.\nAt Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. ", :key :thunder-step, :school "conjuration", :name "Thunder Step", :duration "Instantaneous", :level 3, :option-pack "XGE Spells", :components {:verbal true}, :casting-time "1 action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "90 feet"}, :snare {:description "As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.\nThe trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.\nA restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it. ", :key :snare, :school "abjuration", :name "Snare", :duration "8 hours", :level 1, :option-pack "XGE Spells", :components {:material true, :material-component "25 feet of rope, which the spell consumes", :somatic true}, :casting-time "1 minute", :spell-lists {:druid true, :ranger true, :wizard true}, :range "Touch"}, :infestation {:description "You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", :key :infestation, :school "conjuration", :name "Infestation", :duration "Instantaneous", :level 0, :option-pack "XGE Spells", :components {:material true, :material-component "a living flea", :somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:druid true, :sorcerer true, :warlock true, :wizard true}, :range "30 feet"}, :far-step {:description "You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. ", :key :far-step, :school "conjuration", :name "Far Step", :duration "Concentration, up to 1 minute", :level 5, :option-pack "XGE Spells", :components {:verbal true}, :casting-time "1 bonus action", :spell-lists {:sorcerer true, :warlock true, :wizard true}, :range "Self"}, :skill-empowerment {:description "Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. ", :key :skill-empowerment, :school "transmutation", :name "Skill Empowerment", :duration "Concentration, up to 1 hour", :level 5, :option-pack "XGE Spells", :components {:somatic true, :verbal true}, :casting-time "1 action", :spell-lists {:bard true, :ranger false, :sorcerer true, :wizard true}, :range "Touch"}, :soul-cage {:description "This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.\nSteal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.\nQuery Soul: You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. \nBorrow Experience: You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.\nEyes of the Dead: You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged. ", :key :soul-cage, :school "necromancy", :name "Soul Cage", :duration "8 hours", :level 6, :option-pack "XGE Spells", :components {:material true, :material-component "a tiny silver cage worth 100 gp", :somatic true, :verbal true}, :casting-time "1 reaction", :spell-lists {:warlock true, :wizard true}, :range "60 feet"}}}}